Artist Quick Start
The following list shows the typical workflow for a 3D artist working with Vortex® Studio to create, import, and work with graphical assets.
A step-by-step, hands-on tutorial is available for the Graphics Gallery.
You can also dive straight into the general Artist Guide - Legacy Documentation.
Creating a 3D Model to Use in Vortex® Studio
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 |
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Research the object being modeled | Use blueprints, drawing, photographs, or CAD files to acquire data about the object.
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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.
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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 |
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Launch Vortex® Studio Editor | Locate the Vortex® Studio shortcut on your desktop and click on it. |
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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.).
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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.
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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 |
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Modify the 3D Model in Vortex® Studio | Use the Graphics Gallery tools listed in "Clean the Hierarchy" above to perform this operation:
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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). |