Oats Studios - Volume 1 Assets Patch Notes — June 28, 2017
Aggregated from Steam, cross-tracked with Battle.net coverage on GamePatchNote.
FIREBASE DLC
June 28th, 2017
Once you have installed the base Oats Studios – Volume 1 Assets in your Software Library, you will have a set of optional DLC related to FIREBASE that you can choose to install from that same. Please read the description below to find out more information about what’s in each folder and their respective size and below that, a description of how best to unpack the 3d assets.
The Firebase DLC includes the following:
Firebase Video Files:
Firebase_Film_Stereo
• OatsFirebaseDLCStereo.mp4 – 7.25GB
o 320 kbps AAC Stereo Audio
o 1920x1080
o h.264 40mbit/sec (approximately Blu-Ray quality)
Firebase_Film_Surround
• OatsFirebaseDLCSurround.mp4 – 7.3GB
o 640 kbps AAC 5.1 Surround Audio
o 1920x1080
o h.264 40mbit/sec (approximately Blu-Ray quality)
Firebase Booklet – Total size: 400 MB – File Name: Firebase_Booklet_v1
• Concept Art
• VFX look-development
• Oats Workshop BTS Selects
• Filming BTS selects
Firebase 3d Assets: - 23.6GB
• Rivergod – 7.79GB
• Rivergodstage2 – 9.74GB
• Spidermen – 6.11GB
*** What’s NOT included yet, but we hope to make available in the future: ***
• Sound Synced Dailies (need to engage with community as to what the best/most useable format would be for this)
• Separate Dialog-only Mix - 24-bit 48khz PCM Stereo WAV
• Separate Sound Effects-only Mix – 24-bit 48khz PCM Stereo WAV
• Separate Music-only Mix (24-bit 48khz PCM Stereo WAV) will be available only through purchase of the Oats Studios Volume Soundtrack which will be made available at a date to be confirmed.
• 3D vehicle assets
• Firebase Script
A few general notes about all 3D assets uploaded for FIREBASE.
LOOKDEV
• These folders contain the assembled 3dsmax file used for final rendering.
• They also contain all the necessary textures in the directory structure that should ensure everything is correctly linked. It’s a very deep directory structure but it was the easiest way to collect the data to share with the community. You can of course remap the directory structure on your own to simplify it.
• These files (and shaders) are set-up to be used with Redshift (our renderer of choice). However, you can rebuild them to work in whatever renderer you choose.
• The model in this file is our working resolution (with displacement maps to render like the highres sculpt)
• The model in this file is in the T-pose (NOT the pose displayed in the thumbnail)
MODEL
• We provide a series of various model files and formats.
• Cleaned up mudbox file with high and low resolution meshes (used for exporting our various displacements and working resolution models.
• Two .obj files, one the lowres working model and one high resolution sculpt
• All of these models are in the default T-pose (not the pose displayed in the thumbnail)
RIG
• There are two files here, both Maya files (the program we use for animation)
• One file is the “fast” animation rig. This file does not contain the final working resolution mesh but instead contains a lower resolution cut-up mesh for fast animation interactivity. Its rig also is a stripped-down version missing some of the slower fancy things. Basically, this is the rig the animators work with 95% of the time.
• The second file contains the same rig but with the full working resolution mesh with skinning. It also contains extra bits in the rig to assist with skinning or secondary motion. It is THIS file that you would export a model cache (whatever format you wish) from to then apply to the lookdev model for rendering.
• The rigs are set-up to make use of the Maya referencing system so that if rig is REFERENCED in you can swap the reference on the fly. To use this do not animate directly in the rig file.
*** As a final note if you have issues or questions pertaining to any of these files please go to the Oats Studios Forum in the DLC category and ask away: http://forums.oatsstudios.com/categories/dlc