The overall technical specifications of the game will follow:
TEXTURES - T_Texture_Map
Base Colour - B Roughness - R Metallic - M Ambient Occlusion - AO Occlusion Roughness Metallic pack - ORM Normal Roughness Metallic pack - NRM Diffuse - D Specular - S Glossiness - G Mask - Mask RgbaMask - RgbaMask Emissive - E
UE STUFF - Prefix_Material/Blueprint
Standard Material - M
Master Material - MM
Material Instance - MI
Material Function- MF
BluePrint - BP
MESHES - Prefix_Mesh
Static Mesh - SM
Collision Mesh - UCX_(parent. Include prefix) Complex Collision Mesh - SM_Mesh CC
Scale = Centimeters (100 cm = 512 texture resolution)
Kart Dimensions: H x W x D
Texel Density = 5.12
Low poly with simple textures, high poly for all high priority assets for the first semester, The remaining high poly creation for assets alongside the baking/texturing process in semester 2.
Asset styles = bevelled edges and the use of chamfering. The style will follow a blocky look as well as overexaggerated feature similar to the assets in boom beach.
Asset Techniques:
Modular Assets = Assets that can be used to piece together to create a bigger asset or multiple iterations of certain assets. examples would be walls and windows that piece together to create a building.
Unique Assets = An asset which is made up from other existing meshes into one object