Content Dev:CC Submission Guidelines

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Main article: CC Asset Development .

If you have been contracted by Reallusion to produce embedded material or content packs, you will have to follow stricter guidelines for managing submission files. Use this guide to stay informed on the submission requirements.

Output File Formats

Please save your files in the following formats for later usage and for backup.

File Purpose Format(s)
Highpoly Sculpt The final approved highpoly sculpt. (*.ZTL)
Highpoly Bake The highpoly model used for baking mesh data maps. (*.Obj) or (*.FBX)
Lowpoly Model The final approved lowpoly model. (*.Obj) or (*.FBX)
Lowpoly Bake The lowpoly model used for baking mesh data maps. (*.Obj) or (*.FBX)
Mesh Data Bakes The mesh data maps baked from the high and low poly models. (*.Tga)
Texture Maps The final textures and mesh data maps with all the edits. (*.PSD) and (*.Tga)
Asset File The final asset parented or skinned to the character with textures. (*.max) and (*.FBX)
CC File The final asset in the appropriate CC format, ready for sale. (*.ccCloth), (*.ccAcc), (*.ccHair) or (*.ccShoes)
  • Oftentimes, the models used for baking differ from the actual models themselves.
  • If you are not using 3dsMax to save your files, make sure to pre-approve your software of choice with the project manager.

Naming Conventions

You should follow the naming convention set out by the project manager. If not instructed otherwise, you can use the tables below for reference.

Assets

File Type Naming Convention Plural Naming Convention Required(★)
Highpoly Model ObjectName_High ObjectName_01_High, ObjectName_02_High...
Highpoly Bake ObjectName_High_Bake ObjectName_01_High_Bake, ObjectName_02_High_Bake...
Lowpoly Model ObjectName_Low ObjectName_01_Low, ObjectName_02_Low...
Lowpoly Bake ObjectName_Low_Bake ObjectName_01_Low_Bake, ObjectName_02_Low_Bake...
Final Workfile ObjectName

Mesh Data Textures

Texture Type Naming Convention Plural Naming Convention Required(★)
Normal ObjectName_N ObjectName_01_N, ObjectName_02_N...
Worldspace Normal ObjectName_WN ObjectName_01_WN, ObjectName_02_WN...
Color ID ObjectName_C ObjectName_01_C, ObjectName_02_C...
Displacement (Height Map) ObjectName_H ObjectName_01_H, ObjectName_02_H...
AO (Ambient Occlusion) ObjectName_AO ObjectName_01_AO, ObjectName_02_AO...

PBR Content Textures

Texture Type Naming Convention Plural Naming Convention Required(★)
Base Color ObjectName_BC ObjectName_01_BC, ObjectName_02_BC...
Opacity ObjectName_O ObjectName_01_O, ObjectName_02_O...
Bump ObjectName_B ObjectName_01_B, ObjectName_02_B...
Normal ObjectName_N ObjectName_01_N, ObjectName_02_N...
AO (Ambient Occlusion) ObjectName_AO ObjectName_01_AO, ObjectName_02_AO...
Metallic ObjectName_M ObjectName_01_M, ObjectName_02_M...
Roughness ObjectName_R ObjectName_01_R, ObjectName_02_R...
Displacement (Height) ObjectName_H ObjectName_01_H, ObjectName_02_H...
Glow ObjectName_G ObjectName_01_G, ObjectName_02_G...
Blend ObjectName_Bl ObjectName_01_Bl, ObjectName_02_Bl...

Classic Content Textures

Texture Type Naming Convention Plural Naming Convention Required(★)
Diffuse ObjectName_Di ObjectName_01_Di, ObjectName_02_Di...
Opacity ObjectName_O ObjectName_01_O, ObjectName_02_O...
Bump ObjectName_B ObjectName_01_B, ObjectName_02_B...
Normal ObjectName_N ObjectName_01_N, ObjectName_02_N...
AO (Ambient Occlusion) ObjectName_AO ObjectName_01_AO, ObjectName_02_AO...
Specular ObjectName_S ObjectName_01_S, ObjectName_02_S...
Displacement (Height) ObjectName_H ObjectName_01_H, ObjectName_02_H...
Glow ObjectName_G ObjectName_01_G, ObjectName_02_G...
Blend ObjectName_Bl ObjectName_01_Bl, ObjectName_02_Bl...

Place the files into folders named according to the object then place all of these into one folder named after the project. You can refer to the structure of the provided files.

Review Process

Once your files have been submitted for review, the following checks will be performed. Knowing this can help you be more prepared.

Step 1: Highpoly Check

  • Does the model meet the expectations and requirements of the project?

Step 2: Lowpoly Check

  • Does the model meet the expectations and requirements of the project?
  • Does the polycount and production method meet the provisions of the project?

Step 3: UV Check

  • Does the UV layout meet the requirements of the project?
  • Are the number of texture maps sufficient?

Step 4: Texture Check

  • Does the quality of the textures and the final visual result meet the expectations of the project?

Step 5: File Check

  • Do the files meet the provisions of the project?

Asset Reception Checklist

If ever you've come across an issue during the approval process, run through the list below for reference to your problem.

Category Problem Possible Causes
Highpoly 1) Model is of poor quality.
  1. The model lacks sharp angles.
  2. Existance of non-essential concavity.
  3. Model quality is still too rough.
2) Production specification errors.
  1. The model was not made according to specifications
  2. The model deviates too much from the project expectations.
  3. The highpoly includes unnecessary level of detail such as fabric textures.
3) Body type error.
  1. Failed to use the right body type base model for production.
Lowpoly 1) Overly elongated triangle faces.
  1. Existence of overextended triangle faces which turn black.
2) Improper mesh edgeflow.
  1. The edgeflow is not accurate creating uncharacteristic contours.
  2. Localized polycount have reached wasteful levels.
3) Polycount is too low.
  1. The polycount is too low to support fine level details.
  2. The polycount is too low to provide addequate faces for softcloth physics.
  3. The polycount is too low for flexibility in spring dynamics.
4) Polycount is too high.
  1. The number of faces exceed the specified maximum.
5) Unnecessary points, lines, and faces.
  1. Besides what's needed for the core shape, there exist superfluous mesh elements.
  2. The existance of hidden mesh elements that's hard to visually detect.
6) Isolated points, lines, and faces.
  1. Existance of mesh elements that look connected to the whole but are actually isolated.
7) Problem with mesh edge thickness.
  1. Softcloth edges do not work well with hard edges.
  2. Non-softcloth edges do need thick edges.
8) The mesh is quite different from the highpoly.
  1. There is possitional difference between the high and low poly meshes.
  2. Combinations of mesh parts are different between the high and low poly meshes.
9) The position of the object pivot is inappropriate.
  1. The position of the pivot point does not meet the project requirements.
  2. The position of the pivot point is illogical.
10) The normals direction is incorrect.
  1. Incorrect normal map orientation which causes dark patches in the shading.
  2. Object Smooth groups were not appropriatly set.
11) Errors in the softcloth simulation.
  1. Softcloth portions of the mesh has chaotic meshflow.
  2. Softcloth portions lack adequate mesh density, leading to a course look when fluttering.
UV Mapping 1) UVs do not unfold properly.
  1. No UV spaces have been created or applied.
2) UV map distortions.
  1. UV points have been twisted or stretched.
  2. Garment collar, sleaves, helm, etc. do not have aligned UV points.
  3. UV stretching is severe in the areas of the shoulder and armpits.
3) Incorrect UV directions.
  1. Flipped UVs preventing upright mapping of textures.
  2. UVs are not oriented vertically and horizontally.
4) UV seams positioning are not appropriate.
  1. UV seams are not positioned at discreet junctures in the mesh.
  2. Uvs are separated in weird places.
  3. UVs seams are not aligned with the garment sultures.
5) Erroneously overlapping UVs.
  1. Unplanned and careless overlap of UVs.
6) UV distribution is inappropriate.
  1. UV mapping wastes a lot of space by having too much unoccupied areas.
  2. UV is not placed withing the 0 to 1 coordinate range.
  3. The spaces between the UV islands and the UV space boundaries are not sufficiently wide.
7) The way UVs are unwrapped in unsuitable ways.
  1. Excessive bunching of UVs causes poor texture resolution.
  2. UV ratio is not averaged resulting in inconsistent localized texture resolution.
8) Symmetrical objects do not have separated UVs.
  1. Shoes, gloves, and other symmetrical object do not have left and right split UVs.
Materials & Textures
1) Texture files are incongruous.
  1. Improper naming of the texture files.
  2. Number of textures do not meet project requirements.
  3. Textures do not match or meet the expectations of their purposes.
  4. Texture formats are incompatible with the project expectations.
2) Wrong PBR formats.
  1. Missing Roughness and Metallic maps.
3) Normal map format error.
  1. Normal maps are were not oriented for OpenGL.
4) Quality of the texture are insufficient.
  1. The resolution is too low.
  2. Map textures are too course.
  3. Improper material settings (metal looks like plastic).
5) Wrong parameter settings.
  1. Material settings are incorrect.
Skinning
1) Poor quality skin weighting.
  1. Certain bone rotations will cause the poly faces to jut out.
  2. Certain bone movements cause abnormalities in the faces and even mesh intersections.
2) Wrong bones are assigned to the skin weights.
  1. The garment is bound to invalid bones.
File Delivery
1) Missing files.
  1. Missing files required for the completion of the project.
2) File version error.
  1. Fail to submit the latest approved version of the files.
3) File format error.
  1. Files are not named according to specifications.
  2. Files types do not match the project specified formats.
  3. Files were made with software versions not within the parameters, thus can't be opened.