From 68cc9bded3daa595e98d606c5e6af626f04020b4 Mon Sep 17 00:00:00 2001 From: Julien Kaspar Date: Tue, 8 Aug 2023 18:21:48 +0200 Subject: [PATCH 1/3] WIP and temporary edits for new pages --- docs/.vitepress/config.ts | 2 + .../asset-creation/concept_design.md | 63 +++++++++++++++++++ .../asset-creation/introduction.md | 0 .../asset-creation/modeling.md | 28 ++++++++- 4 files changed, 90 insertions(+), 3 deletions(-) create mode 100644 docs/pipeline-overview/asset-creation/concept_design.md create mode 100644 docs/pipeline-overview/asset-creation/introduction.md diff --git a/docs/.vitepress/config.ts b/docs/.vitepress/config.ts index 44307547..754958d0 100644 --- a/docs/.vitepress/config.ts +++ b/docs/.vitepress/config.ts @@ -57,6 +57,8 @@ export default defineConfig({ text: 'Asset Creation', collapsed: true, items: [ + { text: 'Introduction', link: '/pipeline-overview/asset-creation/introduction'}, + { 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..b06c86ca --- /dev/null +++ b/docs/pipeline-overview/asset-creation/concept_design.md @@ -0,0 +1,63 @@ +--- +outline: deep +--- + +# Concept Design + +**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. + +**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 + +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 a rigorous process 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. +::: + +* [More on Production Design from Sprite Fright](https://studio.blender.org/blog/sprite-fright-the-illusion-of-simplicity/) +* [More on Character Design from Sprite Fright](https://studio.blender.org/blog/sprite-fright-sculpting-advice-for-production/) +* [More on Modelign Key Assets in Pet Projects](https://studio.blender.org/blog/modeling-stylised-assets-on-pet-projects/) + +## Background Assets +[comment]: <> (Ask Beau to contribute to background assets and Environment asset design.) + +TBA + +## Environments + +TBA + +## Color script + +TBA + diff --git a/docs/pipeline-overview/asset-creation/introduction.md b/docs/pipeline-overview/asset-creation/introduction.md new file mode 100644 index 00000000..e69de29b diff --git a/docs/pipeline-overview/asset-creation/modeling.md b/docs/pipeline-overview/asset-creation/modeling.md index a7417848..4fd4e3f1 100644 --- a/docs/pipeline-overview/asset-creation/modeling.md +++ b/docs/pipeline-overview/asset-creation/modeling.md @@ -1,8 +1,30 @@ # Modeling -::: warning -4 June 2023 - The content of this page is currently being edited/updated. -::: +The concept design is required at this point. There can be overlap. +But the important difference is the focus on delivering a production ready model. + +## Organic Modeling + +Needed Material: Final Design, deformation tests (expressions & poses), style requirements & limitations +https://studio.blender.org/blog/sprite-fright-the-illusion-of-simplicity/ + +Goal: Optimized topology for next tasks (shading, texturing, rigging, animation) + +General theory: +https://studio.blender.org/blog/live-retopology-at-bcon22/ + +Workflow details and links for realistic characters: +https://studio.blender.org/training/realistic-human-research/ + +UV unwrapping (Live unwrap, UDIMs, general full UV map for baking/texture painting & pattern alignment) + +Detail sculpting workflows (Reprojection, multires, layers, baking) + +Animation shapes (FACS, Simple clothing dynamics) +https://studio.blender.org/blog/layered-sculpting-for-einar/ + +Reference shapes/objects (Open/closed eyes, pivot point empties, hero pose shapekey) + * [Stylized Character Creation Workflow](https://www.youtube.com/watch?v=f-mx-Jfx9lA) -- 2.30.2 From f72787125dd4a39be1db4b94daab438952f73638 Mon Sep 17 00:00:00 2001 From: Julien Kaspar Date: Thu, 10 Aug 2023 19:02:37 +0200 Subject: [PATCH 2/3] More work on new page info. --- docs/.vitepress/config.ts | 1 - .../asset-creation/concept_design.md | 20 ++++- .../asset-creation/introduction.md | 0 .../asset-creation/modeling.md | 78 +++++++++++++++---- 4 files changed, 77 insertions(+), 22 deletions(-) delete mode 100644 docs/pipeline-overview/asset-creation/introduction.md diff --git a/docs/.vitepress/config.ts b/docs/.vitepress/config.ts index 754958d0..d13ed98b 100644 --- a/docs/.vitepress/config.ts +++ b/docs/.vitepress/config.ts @@ -57,7 +57,6 @@ export default defineConfig({ text: 'Asset Creation', collapsed: true, items: [ - { text: 'Introduction', link: '/pipeline-overview/asset-creation/introduction'}, { 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 index b06c86ca..fee7f8ea 100644 --- a/docs/pipeline-overview/asset-creation/concept_design.md +++ b/docs/pipeline-overview/asset-creation/concept_design.md @@ -4,6 +4,8 @@ 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. @@ -13,17 +15,21 @@ In our small team everyone is required to be in the loop and welcome to particip 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 a rigorous process to make sure they can be executed. +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. @@ -44,9 +50,12 @@ Make early 3D models available to the team. Shading & FX artists can do some tes Riggers can develop some tech or give the animators and layout artists a test for shots. ::: -* [More on Production Design from Sprite Fright](https://studio.blender.org/blog/sprite-fright-the-illusion-of-simplicity/) -* [More on Character Design from Sprite Fright](https://studio.blender.org/blog/sprite-fright-sculpting-advice-for-production/) -* [More on Modelign Key Assets in Pet Projects](https://studio.blender.org/blog/modeling-stylised-assets-on-pet-projects/) +* [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.) @@ -61,3 +70,6 @@ TBA TBA +## Effects Style + +TBA diff --git a/docs/pipeline-overview/asset-creation/introduction.md b/docs/pipeline-overview/asset-creation/introduction.md deleted file mode 100644 index e69de29b..00000000 diff --git a/docs/pipeline-overview/asset-creation/modeling.md b/docs/pipeline-overview/asset-creation/modeling.md index 4fd4e3f1..9e0d790c 100644 --- a/docs/pipeline-overview/asset-creation/modeling.md +++ b/docs/pipeline-overview/asset-creation/modeling.md @@ -1,31 +1,75 @@ # Modeling -The concept design is required at this point. There can be overlap. -But the important difference is the focus on delivering a production ready model. +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 Modeling +## Organic -Needed Material: Final Design, deformation tests (expressions & poses), style requirements & limitations -https://studio.blender.org/blog/sprite-fright-the-illusion-of-simplicity/ +**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) -Goal: Optimized topology for next tasks (shading, texturing, rigging, animation) +**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 -General theory: -https://studio.blender.org/blog/live-retopology-at-bcon22/ +### Topology -Workflow details and links for realistic characters: -https://studio.blender.org/training/realistic-human-research/ +**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. -UV unwrapping (Live unwrap, UDIMs, general full UV map for baking/texture painting & pattern alignment) +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/). -Detail sculpting workflows (Reprojection, multires, layers, baking) +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. -Animation shapes (FACS, Simple clothing dynamics) -https://studio.blender.org/blog/layered-sculpting-for-einar/ +* [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/) -Reference shapes/objects (Open/closed eyes, pivot point empties, hero pose shapekey) +### 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. -* [Stylized Character Creation Workflow](https://www.youtube.com/watch?v=f-mx-Jfx9lA) -* [Updates](https://www.youtube.com/watch?v=BJHede3Oagw) +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. + +### 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 + +transfered hero pose + +## Static / Hard-Surface + +TBA + +## Sets + +TBA \ No newline at end of file -- 2.30.2 From 341b18ea4278023323b3a29d702d11e761b35e0f Mon Sep 17 00:00:00 2001 From: Julien Kaspar Date: Sat, 12 Aug 2023 15:09:40 +0200 Subject: [PATCH 3/3] Writeup of organic modeling --- .../asset-creation/modeling.md | 38 ++++++++++++------- 1 file changed, 25 insertions(+), 13 deletions(-) diff --git a/docs/pipeline-overview/asset-creation/modeling.md b/docs/pipeline-overview/asset-creation/modeling.md index 9e0d790c..ff91d4a3 100644 --- a/docs/pipeline-overview/asset-creation/modeling.md +++ b/docs/pipeline-overview/asset-creation/modeling.md @@ -8,7 +8,8 @@ The important difference for this page is the focus on **delivering a production **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/)) + ([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)) @@ -24,11 +25,14 @@ There needs to be a handover of design material: ### 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. +**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/). +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/). +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/) @@ -42,15 +46,25 @@ This information can be extrapolated to other types of assets. **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. +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. +**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**. +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. +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/) @@ -60,11 +74,9 @@ For the use of sculpted animation shapes and detailed sculpted layers we use Sha WIP -pivot point markers - -helper shape keys - -transfered hero pose +* pivot point markers +* helper shape keys +* transferred hero pose ## Static / Hard-Surface -- 2.30.2