f8b21af4be
10_Wiki/Topics 대규모 정리: - 오류 캡처/미완성 stub 문서 227개 제거 - 교차폴더 중복 43클러스터 병합 (63파일 → redirect) - 링크명 정규화: 깨진 링크 수정·redirect 직결·개념 매핑 ~2,400건 - 카테고리 MOC 6개 신규 생성 - Graph 섹션 미해결 related-keyword 링크 10,058건 제거 Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
5.4 KiB
5.4 KiB
id, title, category, status, canonical_id, aliases, duplicate_of, source_trust_level, confidence_score, verification_status, tags, raw_sources, last_reinforced, github_commit, tech_stack
| id | title | category | status | canonical_id | aliases | duplicate_of | source_trust_level | confidence_score | verification_status | tags | raw_sources | last_reinforced | github_commit | tech_stack | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| wiki-2026-0508-에셋-재사용-asset-reuse | 에셋 재사용(Asset Reuse) | 10_Wiki/Topics | verified | self |
|
none | A | 0.9 | applied |
|
2026-05-10 | pending |
|
에셋 재사용(Asset Reuse)
매 한 줄
"매 한 번 만든 에셋은 100번 사용된다". 게임/콘텐츠 production 의 cost curve 를 평탄화하는 매 가장 강력한 lever — modular kit, prefab variant, material instance, atlas/trim sheet 의 조합으로 art budget 을 5-10x 확장할 수 있다. 2026 의 AI gen pipeline 도 결국 reusable seed asset 으로 수렴.
매 핵심
매 reuse 의 layer
- Geometry: kitbash, modular wall, trim sheet, tileable mesh.
- Material: master material + parameter, layered shader, texture atlas.
- Animation: shared rig, retargeting, additive layer, montage.
- Audio: oneshot pool, granular synth, randomized variation.
- VFX: parameterized particle template, shader-based effect.
매 modular kit 원칙
- Grid snap: 1m / 2m / 4m 의 standard pivot.
- Trim sheet UV: shared 2K texture 로 100+ pieces.
- Material slot consistency: 같은 master material + param.
- Naming:
SM_Wall_2m_A,M_StoneBrick_Inst_Mossy.
매 응용
- Open-world building 의 modular architecture.
- Character outfit 의 mix-and-match layered system.
- AI image gen 의 character LoRA + style LoRA 의 조합.
💻 패턴
Trim sheet UV layout
2048×2048 trim sheet
├─ 0.0–0.25 v: stone trim
├─ 0.25–0.5 v: wood trim
├─ 0.5–0.75 v: metal trim
└─ 0.75–1.0 v: tileable wall
→ 50+ pieces share 1 texture, 1 draw call
Unreal Material Instance
// Master Material exposes parameters
ScalarParameter "Roughness" default 0.5
VectorParameter "BaseColorTint" default (1,1,1,1)
TextureParameter "BaseColorMap" default T_Default
// Instance overrides only what differs
MI_Stone_Mossy:
BaseColorTint = (0.7, 0.9, 0.6, 1)
Roughness = 0.8
BaseColorMap = T_Stone_Albedo
Unity Prefab Variant
// Base Prefab: Building_Module_Wall.prefab
// Variant: Building_Module_Wall_Window.prefab
// - Inherits all components
// - Overrides: adds WindowFrame child
// - Overrides: Material slot 1 = M_Glass
// Code-side: spawn variant
var wall = PrefabUtility.InstantiatePrefab(wallVariant) as GameObject;
GPU instancing
// vertex shader — per-instance transform
layout(location = 5) in mat4 instanceMatrix;
layout(location = 9) in vec4 instanceColor;
void main() {
gl_Position = projection * view * instanceMatrix * vec4(aPos, 1.0);
vColor = instanceColor;
}
// → 10000 trees, 1 draw call
Sprite atlas (2D)
{
"frames": {
"hero_idle_0": { "frame": {"x":0,"y":0,"w":64,"h":64} },
"hero_idle_1": { "frame": {"x":64,"y":0,"w":64,"h":64} },
"hero_run_0": { "frame": {"x":0,"y":64,"w":64,"h":64} }
},
"meta": { "image": "hero.png", "size": {"w":1024,"h":1024} }
}
Animation retargeting
# Maya / Blender — retarget Mixamo to custom rig
source_rig = "Mixamo_Y_Bot"
target_rig = "MyHero_Skeleton"
bone_map = {
"mixamorig:Hips": "pelvis",
"mixamorig:Spine": "spine_01",
"mixamorig:LeftArm": "upperarm_l",
# ...
}
retarget(source_rig, target_rig, bone_map, anim_clip)
# 1 anim → N characters
AI gen 의 seed reuse
# Stable Diffusion / FLUX — same character LoRA, vary scene
from diffusers import FluxPipeline
pipe = FluxPipeline.from_pretrained("black-forest-labs/FLUX.1-dev")
pipe.load_lora_weights("./hero_lora.safetensors")
scenes = ["forest at dusk", "neon alley", "snowy peak"]
for s in scenes:
img = pipe(f"hero character, {s}", generator=torch.Generator().manual_seed(42)).images[0]
# → consistent character across scenes
매 결정 기준
| 상황 | Approach |
|---|---|
| 같은 mesh, 다른 material | Material Instance |
| 같은 mesh, 다른 transform | GPU Instancing |
| 비슷한 변형 prefab | Prefab Variant |
| 50+ small textures | Atlas / Trim sheet |
| character anim library | Retarget shared lib |
| AI generated assets | LoRA + seed lock |
기본값: master material + instance, modular grid kit, shared atlas.
🔗 Graph
- 부모: Asset Pipeline
- 변형: Procedural Generation
- Adjacent: GPU Instancing · LoRA Fine-tuning
🤖 LLM 활용
언제: kit naming convention 작성, material parameter schema, prefab variant tree planning, asset audit checklist. 언제 X: hero asset 의 unique sculpt — handcraft 가 정답.
❌ 안티패턴
- Copy-paste duplication: 매 새 변형마다 mesh duplicate — texture memory blowup.
- No naming convention:
wall_01_final_FINAL_v3.fbx의 chaos. - Atlas without padding: bleeding artifact at mip levels.
- Over-modularity: 0.5m grid 의 piece 가 너무 많아 매 build cost 증가.
🧪 검증 / 중복
- Verified (Unreal Engine 5.4 docs, Unity 6 manual, GDC asset pipeline talks 2024-2025).
- 신뢰도 A.
🕓 Changelog
| 날짜 | 변경 |
|---|---|
| 2026-05-08 | Phase 1 |
| 2026-05-10 | Manual cleanup — modular asset reuse 의 production patterns. |