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Our workflow:

File Extensions:

All files are always delivered at version 001, because most of the time it would be the first version of our asset in your pipeline.


We use number padding for all our assets allowing to build an endless amount of the same prop variation or style. An example would be a bin asset. When you buy 10 different bundles of bin props and there are 10 bins in one bundle, you will receive 100 files of bins which might use numbers from 001-100. In the future if there will be further releases, the bins will continue the number padding preventing the duplication of a name in the production pipeline.

All of the assets are being delivered in a .zip format, which is compatible with:

  • Windows

  • Mac OS X

  • Linux

All models are being delivered in the following file formats:

  • .abc (Alembic)

  • .usd (Universal Scene Description) (coming soon)

All textures are delivered in

  • .exr

All shaders are delivered in

  • .ma

Model File Naming Convention:

All of our files are being named with the following template:

Template:

<asset name>_<asset number>_<Level of Detail>_<version>.<extension>

Example: brooklynBuilding_001_LOD04_v001.abc

Modelling:

All of our models are built with real care and we are putting all of our effort to make sure that the assets behave naturally during destruction and in order to achieve that, all assets must be modelled as they would be in real life. For example if the metals are welded in real life then metals are welded into one mesh in the 3d world.

Technical features of the models:

  • Minimal amount of intersections

  • Watertight meshes except of objects which are modular and meant to be welded together after layout.

  • Level of detail going down to screw head level

  • All objects are separate meshes, built in mind for name based shading workflow (Clarisse, Katana, Houdini, Gaffer)

  • LOD04 composed of even topology for material bending and displacements

  • Root group has a pivot in the centre of 3d world.

  • Groups lower in the hierarchy might have different pivots depending whether there is a need for those.

    1. Example would be, a group of a bicycle wheel would have a pivot in the centre of the wheel to allow for easy of animation.

    2. Modular objects would have pivots set allowing for ease of layout and object to object snapping.

Models Sanity Checks:

Our models go through various sanity checks and by purchasing our models you can be sure that our LODs (04,03,02) are fully clean and ready for rendering. The sanity checks which we perform are listed below:

  • Incomplete UV sets

  • Overlapping UVs

  • Cross Border UV shells

  • Presence of more than 1 uv set

  • UVset naming

  • Lamina Faces

  • Ngons

  • Vertex Tweaks

  • Zero Length Edges

  • Intermediate Nodes

  • Non Manifold Edges

  • Non Manifold Vertices

  • Root Group pivot in the world origin

  • Presence of layers in the scenes

  • No Namespaces

  • Smooth Mesh Preview

  • Locked Normals

  • Unfrozen transformations

  • Unknown Types

  • References Nodes

  • Shape suffixes

  • Name as per template

  • Empty Shapes

  • Instanced Nodes

  • Construction History

  • Presence of other shaders than default lambert.

3D scene scale:

1 unit - 1 meter

3D scene hierarchy:

Root group always inherits the file name partially:

Template:

<asset name>_<level of detail>_grp

                      <flexible naming>_grp
                                 <inherits group name>_<number padding>_<material tag>_geo

<interiorDestro>_grp

Example:

brooklynBuilding_001_LOD04_grp

windows_grp

windowA_grp

windowA_001_glassID_geo

windowA_002_woodID_geo

interiorDestro_grp

cabling_grp

cable_001_rubberID_geo

cable_002_rubberID_geo

interiorDestro_grp is always a place where we store the details, which are going to be only visible if you destruct an object so if for some reason you won’t need that detail in LOD04 you can delete it, and trust you won’t delete anything else that might impact your quality of the render from outside camera angles.

Levels of Detail:

All levels have the same UVs except of LOD01:

LOD04 - Mesh built for simulations and HQ rendering with displacements.

Ready for:

  • Smoothing

  • Displacements

  • FX RBD and material bending

  • Closeup rendering

LOD03 - HQ rendering mesh

Ready for:

  • Smoothing

  • Midground Rendering

LOD02 - LQ rendering mesh.

Ready for:

  • Background Rendering

LOD01 - dynameshed and decimated mesh

Ready for:

  • Layout

  • Simulation collisions

UVs:

  • UDIM workflow

  • Meshes have the same per material tessellation. If asset is composed of 5 materials, there might be 5 different tessellations present.

  • Meshes which might have a tileable texture used in the future, must face the same uv direction. Example would be shells with wooden material ID.

  • Around 5-10 pixels space in between shells.

  • Around 10-50 pixels margin from the UV border.

  • Smaller assets don’t have more than 10 udims.

  • Buildings have max 10 udims per floor.

  • UVs might seem all over the place in Standard Quality assets but that's due to a fact that our textures work for Premium: LOD02, LOD03, LOD04 and Standard version of that model allowing you in the future to use one texture package for both of the qualities no matter if you are purchasing Premium or Standard assets. 

Texturing: (Coming Soon)

  • Texturing is based on PBR workflow (Physically Based Rendering).

  • Textures are delivered for ACEScg and Linear sRGB workflow.

  • Textures are only delivered in .exr file format.

  • Textures are delivered in 16-32 bit colour range.

  • Textures are delivered in packed channel workflow

  • Default resolution: 4k in some extreme cases 8k.

  • Textures are delivered with two levels of quality for ease of editing. 

                      - first level are base textures

                      - second level are details to layer on top of base textures. Those are                            delivered with an alpha channel.

Textures file naming convention:

Template:

                  <asset name>_<variant>_<channel name>_<colour space>.<UDIM>.<file extension>

Example: 

                 brooklynBuilding_001_default_baseColor_lin_srgb.1001.exr

Example of textures delivered:

Base colour: 

             brooklynBuilding_001_default_baseColor_lin_srgb.1001.exr

Normal: 

packedChannel: 

Packed channel contains the following:

Roughness - 

Metallic - 

Height - 

Ambient Occlusion - 

             brooklynBuilding_001_default_normal_raw.1001.exr

      brooklynBuilding_001_default_utility_raw.1001.exr

      slot into red channel

      slot into blue channel

      slot into green channel

slot into alpha channel

Look Development: (Coming Soon)

Look development scene meant to be ready to have an in house lookdev template to be imported. The scene consists only of Model and Textures connected to Shaders. More indepth scene breakdown is outlined underneath:

Referenced model:

  • LOD04 or LOD03.

1. Lookdev Template:

  • HDRI (not included)

  • Ground Plane (not included)

  • Reference balls (not included)

  • macBeth color chart (not included)

  • Camera (default perspective)

Shader file naming convention:

Template:

<asset name>_<discipline>_<version>.<file extension>

Example:

brooklynBuilding_001_ldev_v001.ma

Shader naming convention:

Template:

<flexible name>_<material>_<original shader name>

Example:

<carWheel>_rubber_aiStandardSurface

<carWheel>_aluminium_aiStandardSurface

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