Art pipeline & requests
How 2D art is requested (Codex-ready briefs), delivered, optimised and tracked; how 2D becomes 3D; naming, provenance and budgets.
◆2D art: request → generate → sync
- Requests are generated from data. Every skill, weapon, item, consumable, material, mount, Atlas node or NPC without
art has an
iconRequest; windows, HUD, key art, maps and production sheets are listed inart-requests.manual.json.pnpm data:buildrunsgen-art-requests.mjs, which writesart-requests/*.md, the pendingart-requests/queue.jsonand theCODEX_RUNBOOK.mdmaster prompt. Each request has a prompt, an "avoid" list, acceptance checks, the exactsaveAspath and the file paths of the accepted reference images (originals inart/originals/when they exist). - Generate: open Codex in
zoen/and paste the master prompt fromart-requests/CODEX_RUNBOOK.md(also on the Missing art page). It walks the queue in priority order and saves each PNG to itssaveAspath. Running it again skips everything already delivered. - Sync:
node tools/art-sync.mjs(orpnpm art:sync) publishes WebP copies with SHA-256 provenance, records the delivery inpackages/game-data/data/art-delivered.json, writes the new path into the matching data field (icon, orportraitfor NPCs; Atlas nodes through the generator) and regenerates the request files.--dry-run --jsonshows what would change. - Review:
pnpm data:test, then the Missing art page shows ✓ done with the delivered image next to its references.
Accepted art in zoen/art/originals/ is never overwritten. New versions get new file names.
◆2D → 3D
| Asset | Route |
|---|---|
| Characters | turnaround sheet → MPFB2 base + sculpt (free) or image→3D (paid, after OPEN-2) → Blender cleanup (Characters) |
| Monsters | turnaround → image→3D or Blender sculpt → family rig (NPCs & monsters) |
| Weapons | icon art doubles as the modelling reference → Blender hard-surface model (≤ 3k tris) → sockets |
| Environment kits | concept sheet ART-ENV-054 → blockout → model → bake (Environment) |
| VFX textures | Blender procedural flipbooks (no image model) |
| HUD | image-model kit pieces, or Blender-rendered bevel pieces for perfect 9-slice |
Current mode (ADR-033): Blender first, with the versioned mannequin for all skill
work. "Image→3D" above means the owner makes the model by hand in the Tripo website from the Model requests page
and drops the GLB into art/3d/inbox/; nothing is auto-rigged in Tripo. Bodies are made in a thin undersuit and armour
is always a separate mesh per slot.
◆Naming and folders
art/source/<category>/<ID>.png for 2D. art/source/3d/<kind>/<id>/<id>.blend plus asset.json (budget, rig, LODs, source,
licence). Built files go to art/build/** (generated, git-ignored when large).
◆Provenance and licences
Every external file (CC0 audio, fonts, Mixamo clips) is logged in docs/LICENSES.md with its source URL and licence.
Never use ripped or datamined files from commercial games. AI-generated images keep their prompt (from the request) and the generation date in asset.json.
Source: zoen/docs/production/ART_PIPELINE.md · 479 words · edit the Markdown, not this page.
