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Dogwalk Asset Creation Workflow
Introduction Dogwalk Asset Creation Workflow
  1. 01

    Barrel Birdhouse

    Free
  2. Download Files
01. Painting
  1. Concept
  2. 02

    Painting & Papercraft

  3. Scanned Texture
02. Texture Adjustments
  1. 01

    Straighten Texture

  2. 02

    Cutting Pieces Out

  3. 03

    Sharpening Albedo

  4. 04

    Creating Roughness

03. Modeling the Barrel
  1. 01

    Start Modeling

  2. 02

    Adding Curve Circle

  3. 03

    Folding Paper Segments

  4. 04

    Tweaks and Adding Snow Patch

  5. 05

    Adding Pole

04. Assembling Set Piece
  1. 01

    Changing Pole Material

  2. 02

    Adjusting Barrel Material

  3. 03

    Adding Birdhouses & Grass

  4. 04

    Barrel Normal Map and Test Patch

  5. 05

    Adding Collision & Leash Points

  6. 06

    Set Dressing

05. Godot Showcase
  1. 01

    Godot Playtesting

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04. Assembling Set Piece

Adding Collision & Leash Points

Krystal
Krystal Author
License Krystal Institute
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Steps:

1.  Create two new collections: 1. "barrel_birdhouse-collision" and 2. "barrel_birdhouse-leash".

2.  With the "Asset Browser" open got to the "Godot" catalog (clear any searches) and drag the "COL-collision_primitive" into the viewport, place it in the correct collection and make it local.

3.  Adjust any collision shape properties in the modifier panel. Make sure it is tall enough to minimize the chance of the characters to get on top of it.

4.  Add an empty and make it 0.1 (10cm in my case) and name it "HLP-leash_point". Most of the assets have their leash points between 30 and 60 cm, in this case I set it around the most common value of 40 cm. The leash is placed around this height a lot.

5.  Place it around the object but maintain the height.

6.  When you are done, "Mark as Asset" the barrel and barrel_birdhouses so it is accessible from the "Asset Browser".

7.  In the "Unassigned" catalog, you can find the assets. You can drag these to the "Props" so we can drag them into the set file.

8.  This part is unfortunately demo only. For Dogwalk we created the "Asset Export" addon which handles a lot of manual labor. It assigns collections we want to export and points them to the correct directory. Once we exported the asset, we can simply switch to Godot, and we should be able to find it. In the video: we created assets, so the "File Type" is "Asset". The root has to do with collision, which we have. Then we hit "Initialize Export" and hit "Export All".

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