Artist Guide Overview
This topic provides an overview of the graphics pipeline and creation guidelines, as well as the preparation and optimization of graphic assets.
Graphics are an important part of the simulation. However, care must be taken to optimize and create graphics that are efficient and properly formed to provide a smooth and appealing simulation.
Planning is important to importing a graphical asset in the Vortex® Studio Editor. A well defined asset will allow the simulation to run at optimal efficiency with exceptional realism.
Creating a 3D Model
The workflow starts with the 3D model, whether it is created from scratch or purchased from another source (make sure the licensing allows your intended use).
Task | Notes | References |
---|---|---|
Research the object being modeled | Use blueprints, drawing, photographs, or CAD files to acquire data about the object.
| |
Create a 3D model | Models can be created in your favorite software, but the default Digital Content Creator (DCC) for Vortex® Studio is 3ds Max. | |
Clean 3D model hierarchy | The 3D model must be structured using Degrees of Freedom (DOF), or dummy objects in 3ds Max. | |
Unwrap 3D model | Model can be unwrapped in your favorite software, but the default DCC for Vortex® Studio is 3ds Max. | |
Create textures for the 3D model | Based on the unwraps, textures are created in your favorite software; the default DCC for Vortex® Studio is Photoshop.
Use square textures in powers of 2, such as 256x256, 512x512, 1024x1024, 2048x2048, etc. | |
Export the 3D model | The completed model is exported to a usable format using the 3ds Max exporter. |
Importing the 3D Model in Vortex® Studio Editor
Vortex® Studio imports and stores the 3D model and all its components (materials, textures, etc.) into a single native file: the Graphics Gallery. This file is then sent to the mechanical engineers to build the simulation.
Task | Notes | References |
---|---|---|
Launch Vortex® Studio Editor | Locate the Vortex® Studio shortcut on your desktop and click on it. | |
Create a new Graphics Gallery file | On the Vortex® Studio Home page, click the Graphics Gallery shortcut to create a new blank file. | |
Import the 3D model | From the Toolbox, double-click 3D Model and point it to the desired model file (.dae, .fbx, etc.).
| |
Clean the hierarchy | It's preferable to have graphic node names that clearly identify the corresponding mechanical component, such as Front_Left_Wheel, or Lower_Front_Suspension_Arm.
Child nodes move with their parent nodes, unless they are connected to a dynamic part. | |
Import textures | Normally, textures are imported with their model. If they were created separately, you need to import them and insert them into the desired Graphic Materials. | |
Set up Graphic Materials | Open the Graphic Material and place each texture (or mask) in its proper channel. You can add layers with the + button. | |
Clean up the Graphics Gallery | Perform some house-keeping to give order to the Graphics Gallery; this will make it easier for other users to read.
| |
Verify the finished model | Verify the model with the Daylight feature, or by placing it in its intended environment (in a Vortex® Studio Scene file). |
Making Further Corrections to a 3D Model
Task | Notes | References |
---|---|---|
Modify the 3D Model in Vortex® Studio | Use the Graphics Gallery tools listed in "Clean the Hierarchy" above to perform this operation:
| |
Export the 3D model for use in the DCC | It's possible to export the content of a Graphics Gallery back to a 3D model (.fbx format only). | |
Export textures for use in DCC | It's possible to export a texture (for optimization purposes, for example, or to fix an issue). |