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- New Starters
- CAVE Pathways
- CAVE Projects
- General
- Becoming a Better Artist
- Becoming a Better Artist #1001: Observation. Analysis. Practice.
- Becoming a Better Artist #1002: It ALWAYS seems impossible until it’s done
- Becoming a Better Artist #1003: Find the Time, Make an Effort, Do it Again
- Becoming a Better Artist #1004: Get Some Rest
- Becoming a Better Artist #1005: Engage your Brain
- Becoming a Better Artist #1006: Set your Boundaries
- Becoming a Better Artist #1007: Get Out and Get Muddy
- Published File Naming Conventions
- CG Terminology
- Department Naming Conventions
- Recording Video and Audio for Tutorials
- Becoming a Better Artist
- Onset
- Data Acquisition
- Data Acquisition Training
- How Onset Data Acquisition fits into the VFX Pipeline and the Kit
- The Grey, the Chrome and the Colour Chart
- What Onset Data to Capture for Assets
- Shooting a HDRI Onset for CG Lighting
- Shooting a Panorama
- Shooting Texture and Look Development Reference
- Shooting Lens Grids
- Shooting Grain Reference
- Introduction to F-Stop
- Shooting Plates for VFX
- Data Acquisition Guidelines
- Data Acquisition Training
- Mocap
- Data Processing
- Data Acquisition
- Post-Production: Assets
- Assets – General
- Modelling
- Surfacing
- Look Development Workflow using Light Kit 1003
- Look Dev Workflow, the 1003 Studio Space, and the Importance of Calibration
- Working with the Material Development Light Rig 1003
- Working with the Prop Light Rig 1003
- COMING SOON! Working with the Character Light Rig 1003
- COMING SOON! Working with the 360 Light Rig 1003
- COMING SOON! Working with the Vehicle Light Rig 1003
- COMING SOON! Testing your Look Development in a Shot Context
- Material Naming Conventions
- Library Materials – Generic
- Surfacing Training
- Creating a Neutral Look Development Environment
- Customising the Maya Studio Look Dev and Lighting Environment 1003
- How to Use the Character Look Development and Lighting Rig 1003
- Setting up a PBR Metal/Roughness Shader
- Setting your Mid-Grey Value
- Skin and Eyes
- Working with the Automotive Material Pack in Unreal Engine
- Look Development Workflow using Light Kit 1003
- Rigging
- Post-Production: Shots
- Pipeline
- Production
- Reference
- RND
- Software
- Support
Asset Hierarchy
This page will give a run-through on how we are managing the hierarchy of assets at CAVE.
WIP - we need to change the naming of the hierarchy.
The following diagram describes the CAVE asset hierarchy for projects. This hierarchy will also be mirrored in the project file system.
We’ll keep things pretty flat to begin with and as we tackle more complex projects, we can add additional divisions. For example, if a project consists of many, many vehicles, we can add sub-catergories for cars, trains, planes, boats, etc.
Crowd characters will also go under ‘character’ and will be controlled via the LOD system. For more information on how we are managing LODs, check out this doc: Asset LODs