Pipeline Checklist For Game Development
This is a blog I wrote on my linkedin account.
When I was working on a team to develop a game called Apex Dawn I wanted everybody to be on the same page for asset management. So I made several documents that team members could refer to. This particular document was a checklist to follow before things were imported into the engine. Hopefully this will be helpful in your own game development process.
For Naming Conventions refer to: Name convention Document
Center Pivot Point
Set Pivot point to Origin
Z Axis of Mesh is pointing forward
Reset Xforms
No holes in Mesh
No flipped Normals
Create LOD’s (if needed)
Create Collision if needed
Static Mesh Unwrapped or Box Mapped
Scale Static Mesh to Game Character (Mannequin FBX in the team folder)
Avoid N-gons unless surface is flat. Re-triangulate mesh if needed
Remove Turbosmooth
Standard Textures Authored at 1024px. Lower Rez Textures Authored at 512px
FBX’s need to be in a properly named folder for FBX’s
Standards of Project Management need to be followed
Bitmaps saved as Targas
FBX’s named
3ds max with associated targa’s in a 3ds max folder
Export with Smoothing Groups
If the static Mesh has several elements combine it together using the attach mode or collapse utility
Name FBX
Name Materials
Name Bitmaps
3ds max filed named properly
3ds max have named layers
3ds max have selection sets
Authored Photoshop textures in a named Zbrush folder
Zbrush and Ztools files in named Folder