====== Check Package Of Supplier ====== ===== Requirement ===== * Package for supplier * index file ===== General Structure ===== When getting geometries from a supplier they should be provided as: * [[#blender file|Blend file]] * [[#single geometries in structure|Single geometries in structure]] * [[#ready to use geometries for Creator|Ready to use geometries for Creator]] ==== Blend file ==== In case a Blender file is provided it should have the a structure as shown below: {{ :ig.guidelines:blenderstructure.jpg?400 |}} The shown file structure is created out of the provided index file. Each article is organized in a //Collection// that is named after the article. Inside each //Collection// the related geometries for the article are stored. In case a geometry is accessed many times, duplicate geometries are sorted inside a **Duplicates** //Collection// that which is in each article //Collection//. ==== Single geometries in structure ==== In case geometries are provided as fbx or Co. the single geometries should be organized in the same hierarchy as described in the [[#blend file|Blend file]] section. ProjectFolder │ ├── Article1Folder │ │ ├── Article1DupliFolder │ │ │ └── Geo1.001.fbx │ │ ├── Geo1.fbx │ │ ├── Geo2.fbx │ │ └── Geo3.fbx │ ├── Article2Folder │ │ ├── Article2DupliFolder │ │ │ └── Geo1.001.fbx │ │ ├── Geo4.fbx │ │ ├── Geo5.fbx │ │ └── Geo5.fbx ==== Ready to use geometries for Creator ==== In case geometries are provided as ready to use for the IG.Creator the single geometries should be organized as written in this link: **Needs to be provided** ===== Check List ===== The provided geometries need to be check on this points: * Provided geometries fit to the asked geometries inside the index file: Does the nameing and the amount of geometries fit. * Dimensions and Scaling: Does the dimensions fit to the scaling (blender) and do they fit to the measurements (e.g. from the package and pricelist). Inside Blender the unit system must be metric and the unit scale must be 1. * Origings: Do the origins fit? Default left, back, lower boundingbox corner. Different origins needs to be communicated. * UV Maps: Are the uv maps provided and sorted in the correct way. * Check inside index if both material and normal map uv coordinates are needed * Do the UV coordinate patch sizes fit? * Do the orientations of the uv coordinates fit with the given textures. E.G. when a stripes texture is given, the uvs must fit a global alignment. {{ :ig.guidelines:blenderuv.jpg?200 |}} * Visual check: Do the geometries have artefacts or holes * **Check high res and standard geometries separatly with the given check list.** * Additionally make sure standard and high res have the same origins