diff --git a/docs/.vitepress/config.ts b/docs/.vitepress/config.ts index 44307547..d13ed98b 100644 --- a/docs/.vitepress/config.ts +++ b/docs/.vitepress/config.ts @@ -57,6 +57,7 @@ export default defineConfig({ text: 'Asset Creation', collapsed: true, items: [ + { text: 'Concept Design', link: '/pipeline-overview/asset-creation/concept_design'}, { text: 'Modeling', link: '/pipeline-overview/asset-creation/modeling'}, { text: 'Rigging', link: '/pipeline-overview/asset-creation/rigging'}, ] diff --git a/docs/pipeline-overview/asset-creation/concept_design.md b/docs/pipeline-overview/asset-creation/concept_design.md new file mode 100644 index 00000000..fee7f8ea --- /dev/null +++ b/docs/pipeline-overview/asset-creation/concept_design.md @@ -0,0 +1,75 @@ +--- +outline: deep +--- + +# Concept Design + +## General + +**This requires the production design**, in a complete or in-development form. +A fairly complete previz or developing concept art simultaneously is vital too. + +**Concept development is an interdisciplinary task.** +We don't limit this to 2D artists, concept artists and illustrators. +In our small team everyone is required to be in the loop and welcome to participate. +Each discipline has important insights and limitations. +Even a final concept painting is layered on feedback and the common vision of the team. + +[comment]: <> (Needs short info on developing and finding the art style. This involves all asset types listed below) + +**The outcome should be a design that is ready to be executed.** +The concept needs to work for the story, aesthetics, budget and technical limitations of the production. +Test the concept with previz artwork. You don't want to end up with a concept that is not achievable or doesn't fit. + +## Hero Assets + +[comment]: <> (Could include an image example. A film character with hero props like Jay & his Boombox) + +These include **main characters and important props**. +They will be seen up close, in different environments & lighting conditions and even with multiple asset variations. +Characters are also designed together with important props they interact with. + +Hero Assets require more time and effort to make sure they can be executed. + +A drawn concept art is a good start to find the **idea of the character**. +Afterwards **test out the designs in 3D** as well, via modeling & sculpting. Then draw and paint over the models for annotations and enhancements. +This starts a feedback cycle. The 2D art is more dimensionally informed and 3D art is bending spacial limitations. + +**Preliminary details, colors, lighting and shading** are tested to get a close approximation of the look of the film. +The character is posed and given expressions that are based on story moments. + +**Work and testing is iterative** and (where sensible) non-destructive. +A lineup of main characters and assets is progressed simultaneously for **style consistency**. + +We hand over a **design model, lookdev paintings and important style guides** to the next departments to create the asset. +Resting poses and character sheets can have their uses (like for lineup consistency) but are best as the a handover instead of a concept. +The design model also might be close to the final asset and just needs to be cleaned up. + +::: info Don't forget +Make early 3D models available to the team. Shading & FX artists can do some tests on them. +Riggers can develop some tech or give the animators and layout artists a test for shots. +::: + +* [Production Design from Sprite Fright](https://studio.blender.org/blog/sprite-fright-the-illusion-of-simplicity/) +* [Character Design from Sprite Fright](https://studio.blender.org/blog/sprite-fright-sculpting-advice-for-production/) +* [Character Design from Charge](https://studio.blender.org/training/realistic-human-research/chapter/design-blocking-sculpting/) +* [Character Design from Pet Projects](https://studio.blender.org/blog/pets-expression-sculpting/) +* [Modeling Key Assets from Pet Projects](https://studio.blender.org/blog/modeling-stylised-assets-on-pet-projects/) +* [Expression Testing Course](https://studio.blender.org/training/stylized-character-workflow/chapter/5d384ecb3a9adc4a3852c172/) + +## Background Assets +[comment]: <> (Ask Beau to contribute to background assets and Environment asset design.) + +TBA + +## Environments + +TBA + +## Color script + +TBA + +## Effects Style + +TBA diff --git a/docs/pipeline-overview/asset-creation/modeling.md b/docs/pipeline-overview/asset-creation/modeling.md index a7417848..ff91d4a3 100644 --- a/docs/pipeline-overview/asset-creation/modeling.md +++ b/docs/pipeline-overview/asset-creation/modeling.md @@ -1,9 +1,87 @@ # Modeling -::: warning -4 June 2023 - The content of this page is currently being edited/updated. -::: +The **approved concept design** is required at this point. But overlap in these stages is possible. +The important difference for this page is the focus on **delivering a production ready model** based on an approved design. +## Organic -* [Stylized Character Creation Workflow](https://www.youtube.com/watch?v=f-mx-Jfx9lA) -* [Updates](https://www.youtube.com/watch?v=BJHede3Oagw) +**The requires the production design and concept design.** +There needs to be a handover of design material: +* Concept Design. Typically sculpted + ([T-Pose](https://studio.blender.org/films/sprite-fright/39362c69939a56/?asset=4319) + & optional [Hero Pose](https://studio.blender.org/training/stylized-character-workflow/6-pose-test/)) +* [Deformation Tests](https://studio.blender.org/films/sprite-fright/39362c69939a56/?asset=4356) + (Like [expressions](https://studio.blender.org/films/sprite-fright/character_lineup/?asset=4340) + & [poses](https://studio.blender.org/films/sprite-fright/sprite/?asset=4243)) +* [Style guides & limitations](https://studio.blender.org/films/sprite-fright/3993b3b741b636/?asset=4910) + +**The outcome usually is a final topology**. More can be added if required: +* Basic UV maps +* Animation Shape Keys +* Baked textures from sculpted details +* Pivot Point Markers (via empty objects) +* Helper Shape Keys (Closed eyes, open mouth) +* Hero Pose Shape Keys + +### Topology + +**The goal is to create an optimized topology** for next asset creation tasks (shading, texturing, rigging & animation). +**A full UV unwrap** is also added at this stage and the modeling is done with them in mind. + +Typically we do a retopology since the shape and design was already developed via sculpting and loose modeling. +For more, read the [full explanation of our workflow and theory](https://studio.blender.org/blog/live-retopology-at-bcon22/). + +We also have a [deeper look into the workflow for stylized characters](https://studio.blender.org/training/stylized-character-workflow/chapter/5d384edea5b8f5c2c32c8507/) +as well as [realistic characters](https://studio.blender.org/training/realistic-human-research/chapter/retopology-layering/). +This information can be extrapolated to other types of assets. + +* [Retopology in Blender](https://studio.blender.org/blog/live-retopology-at-bcon22/) +* [Retopology & Layers from Charge](https://studio.blender.org/training/realistic-human-research/chapter/retopology-layering/) +* [Retopology Course based on Spring/Coffee Run](https://studio.blender.org/training/stylized-character-workflow/chapter/5d384edea5b8f5c2c32c8507/) +* [Retopology Cheat Sheets](https://studio.blender.org/training/stylized-character-workflow/chapter/5e5fea8470bde75aac156718/) + +### UV Unwrapping + +[comment]: <> (There are no user guides or other material on UV unwrapping yet. This would a good thing to prioritize and link here.) + +**The topology heavily influences where UV seams can be placed.** Especially for clothing this is vital to keep in mind. + +The focus is mostly on **minimized stretching and texel density**. +UDIMs are great for this to order uv islands by needed detail level. +Areas that are closer to the camera are given higher texture resolution, +while covered or hidden parts could be heavily reduced in resolution or even stripped of textures. + +**Pattern aligned UV maps** are useful (for example on clothing). +These will make it easy to map texture patterns and they will correctly align the pattern to the surfaces. +These can cause additional stretching, which is why they can be a secondary UV map. + +* [UV Mapping Live Steams for Snow](https://www.youtube.com/watch?v=_LI28r-Nk5g&list=PLav47HAVZMjl5VQRoVPd0481fsJNNQi9J&index=9&ab_channel=BlenderStudio) + +### Sculpted Details & Animation Shapes + +Existing sculpted surface details are ideally reprojected onto the subdivided retopology and refined for production. +For this the **multiresolution modifier** is used and the final topology should be made of **relatively evenly distributed quads for the best results**. + +For the use of sculpted animation shapes and detailed sculpted layers we use Shape Keys extensively as well as the +[Sculpt Layers](https://blenderartists.org/t/sculpt-layers-addon/1288145) addon when needed. +Also see the use of [Corrective Shape Keys](rigging.md#corrective-shape-keys) for already rigged characters. + +* [Layered Sculpting from Charge](https://studio.blender.org/training/realistic-human-research/chapter/shapes-and-baking/) +* [Manual Clothing Dynamics from Charge](https://studio.blender.org/training/realistic-human-research/chapter/clothing-shapes-rotation/) +* [Baking Sculpted Details from Charge](https://studio.blender.org/training/realistic-human-research/chapter/baking-and-exporting/) + +### Helpers + +WIP + +* pivot point markers +* helper shape keys +* transferred hero pose + +## Static / Hard-Surface + +TBA + +## Sets + +TBA \ No newline at end of file