prop-artist
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ChineseProp 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
- Real-world scale — Measure against human (door 2.0–2.1m, chair seat ~0.45m)
- Silhouette readability — Reads at game camera distance
- Wear hierarchy — Contact edges dirty; protected faces cleaner
- Part logic — Separate meshes where materials or LODs differ
- Pivot correctness — Floor contact, grip, hinge, or socket as needed
- 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)
- 轮廓辨识度 — 在游戏相机距离下可清晰识别
- 磨损层级 — 接触边缘更脏;受保护表面更干净
- 零件逻辑 — 材质或LOD不同的部位使用独立网格
- 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 → ExportReference → Scale blockout → Primary volumes → Secondary forms
→ Edge bevels → Wear/damage → UVs → Materials → Optimize → ExportProp Tiers
道具层级
| Tier | Tris (guide) | Detail | Use |
|---|---|---|---|
| Hero | 2k–8k | Full bevels, unique wear | Interactables, close-ups |
| Standard | 500–2k | Clean forms, shared mats | Midground |
| Background | 100–500 | Block forms, atlas mats | Far / dense dressing |
| 层级 | Tris(参考值) | 细节程度 | 用途 |
|---|---|---|---|
| Hero | 2k–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 → /
materialslookdev - Placement →
set-dressing - Ship → →
asset-optimizationor engine export skillexport-pipeline
- UVs →
uv-workflow - 外观效果 → /
materialslookdev - 场景摆放 →
set-dressing - 交付输出 → →
asset-optimization或引擎导出技能export-pipeline
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
| Topic | Reference | Load When |
|---|---|---|
| Prop Tiers | | When needed |
| Kitbash Library | | When needed |
| Everyday Prop Checklist | | When needed |
| 主题 | 参考文件 | 加载时机 |
|---|---|---|
| 道具层级 | | 需要时 |
| Kitbash素材库 | | 需要时 |
| 日常道具检查清单 | | 需要时 |