Asset stubbing is essential to establish accurate scale, proportion, and maintain organized file structures and directories. This step ensures a smooth workflow and helps prevent bottlenecks across the pipeline.
Submission Requirements
1. Maya File Submission:
Submission Requirements
1. Maya File Submission:
- Proxy Creation: Build a simple proxy of your asset in Maya to block out its form and dimensions.
- Use the Distance Tool: Measure the asset to verify correct scale and proportions.
- Screenshot: Take a screenshot of your Maya file showing the asset with visible Distance Tool measurements.
- You may adjust the unit scale (centimeters, inches, feet, etc.) as needed for accuracy but ensure the final export is in centimeters.
- Naming: Name your model cleanly and descriptively.
- Export your asset to UE5, Unity, or Marmoset Toolbag 4.
- Screenshot: Capture a screenshot of your asset in the chosen engine to show its in-game appearance.
- Post both screenshots (Maya with Distance Tool and in-engine view) in this thread.
- Submit the total number of capacity points used for this task
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