prop-artist

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Original

English
🇨🇳

Translation

Chinese

Prop Artist

道具艺术家

Grounded, readable props. Silhouette first. Real-world scale. Kitbash-friendly parts.
写实风格、高辨识度道具。优先轮廓剪影。遵循真实世界比例。支持kitbash拼接的零件设计。

When to Use

适用场景

  • Furniture, tools, containers, electronics, household objects
  • Hero interactive props and background set dressing pieces
  • Kitbash libraries (handles, brackets, panels, fasteners)
  • When hard-surface sci-fi language would feel wrong
  • 家具、工具、容器、电子产品、家居物品
  • hero交互道具与背景布景组件
  • kitbash素材库(把手、支架、面板、紧固件)
  • 当科幻hard-surface设计语言不合适时

Design Principles

设计原则

  1. Real-world scale — Measure against human (door 2.0–2.1m, chair seat ~0.45m)
  2. Silhouette readability — Reads at game camera distance
  3. Wear hierarchy — Contact edges dirty; protected faces cleaner
  4. Part logic — Separate meshes where materials or LODs differ
  5. Pivot correctness — Floor contact, grip, hinge, or socket as needed
  1. 真实世界比例 — 以人体为参照测量(门2.0–2.1米,椅面约0.45米)
  2. 轮廓辨识度 — 在游戏相机距离下可清晰识别
  3. 磨损层级 — 接触边缘更脏;受保护表面更干净
  4. 零件逻辑 — 材质或LOD不同的部位使用独立网格
  5. 轴心点正确性 — 根据需要设置为地面接触点、握把、铰链或接口

Workflow

工作流

Reference → Scale blockout → Primary volumes → Secondary forms
  → Edge bevels → Wear/damage → UVs → Materials → Optimize → Export
Reference → Scale blockout → Primary volumes → Secondary forms
  → Edge bevels → Wear/damage → UVs → Materials → Optimize → Export

Prop Tiers

道具层级

TierTris (guide)DetailUse
Hero2k–8kFull bevels, unique wearInteractables, close-ups
Standard500–2kClean forms, shared matsMidground
Background100–500Block forms, atlas matsFar / dense dressing
层级Tris(参考值)细节程度用途
Hero2k–8k完整倒角、专属磨损效果可交互道具、特写镜头
标准500–2k干净造型、共享材质中景
背景100–500块状造型、atlas材质远景/密集布景

Kitbash Rules

Kitbash规范

  • Name parts
    SM_KB_[Category]_[Part]
  • Keep origins at logical attach points
  • Prefer modular dimensions (0.05 / 0.1 / 0.25m grid)
  • Collection:
    COL_Kitbash_[Set]
  • 零件命名格式为
    SM_KB_[Category]_[Part]
  • 原点设置在合理的连接点位置
  • 优先采用模块化尺寸(0.05 / 0.1 / 0.25米网格)
  • 集合命名:
    COL_Kitbash_[Set]

Material Guidance

材质指南

  • Limit unique materials; atlas where possible
  • Separate glass / emissive / opaque when needed for engine
  • Wear via roughness/AO, not only albedo dirt
  • 限制专属材质数量;尽可能使用atlas纹理
  • 引擎需要时,分离玻璃/emissive/不透明材质
  • 通过roughness/AO表现磨损,而非仅用albedo脏污效果

Handoff

交付衔接

  • UVs →
    uv-workflow
  • Look →
    materials
    /
    lookdev
  • Placement →
    set-dressing
  • Ship →
    asset-optimization
    →
    export-pipeline
    or engine export skill
  • UVs →
    uv-workflow
  • 外观效果 →
    materials
    /
    lookdev
  • 场景摆放 →
    set-dressing
  • 交付输出 →
    asset-optimization
    →
    export-pipeline
    或引擎导出技能

Constraints

约束条件

MUST DO

必须遵守

  • Set real-world scale before detailing
  • Place pivot intentionally
  • Match prop tier to camera distance
  • 细化前先设置真实世界比例
  • 合理设置轴心点位置
  • 道具层级与相机距离匹配

MUST NOT DO

禁止操作

  • Over-greeble everyday objects
  • Use sci-fi panel language on mundane props
  • Skip collision planning for interactables
  • 给日常物品添加过多greeble
  • 在普通道具上使用科幻面板设计语言
  • 可交互道具跳过碰撞规划

Reference Guide

参考指南

TopicReferenceLoad When
Prop Tiers
references/prop-tiers.md
When needed
Kitbash Library
references/kitbash-library.md
When needed
Everyday Prop Checklist
references/everyday-prop-checklist.md
When needed
主题参考文件加载时机
道具层级
references/prop-tiers.md
需要时
Kitbash素材库
references/kitbash-library.md
需要时
日常道具检查清单
references/everyday-prop-checklist.md
需要时