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