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Aevornix Art

Image, texture, material and interface work.

Overview

What Aevornix Art is

Aevornix Art is the image, texture and material half of the Design suite. It runs headlessly as part of the pipeline as well as interactively, so texture and material work can be produced by a workflow rather than only by hand.

Where it fits

One production path.

Aevornix Art is one system in a pipeline. Each stage takes a defined input and hands a defined output to the next.

Four systems in one production path: Control, Orchestrates the project, the workflows and the agents. AevCode, Plans changes, validates them, and rolls them back cleanly when they fail. Design, Produces the images, textures, materials, meshes and animation a change needs. Core, Renders, simulates, edits and runs the project.

  1. Developer Preview

    Orchestrates the project, the workflows and the agents.

    In
    Your intent, and the current project state
    Out
    A planned unit of work handed to the pipeline

    Control decides what needs to happen and calls AevCode to work out how.

  2. Developer Preview

    Plans changes, validates them, and rolls them back cleanly when they fail.

    In
    A unit of work plus the project it applies to
    Out
    A reviewed, reversible change set

    Validated changes are applied to the project Core builds and runs.

  3. Developer Preview

    Produces the images, textures, materials, meshes and animation a change needs.

    In
    An asset requirement from the planned work
    Out
    Project-ready assets in engine formats

    Assets land in the project alongside the change that asked for them.

  4. Developer Preview

    Renders, simulates, edits and runs the project.

    In
    The project with its applied changes and assets
    Out
    A running scene, a test result, or an exported build

What it produces

  • Textures and texture sets
  • Physically-based material definitions
  • Decals and surface detail
  • Interface and HUD art
  • Batch-processed image pipelines

Material output

Materials built in Art compile to engine shaders through the material graph, so a material authored here is the same material the renderer runs, not an approximation re-created by hand in the engine.

Aevornix Art | Create | Aevornix