WIP: Pipelipe Overview Additions #143
@ -8,7 +8,8 @@ The important difference for this page is the focus on **delivering a production
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**The requires the production design and concept design.**
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There needs to be a handover of design material:
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* Concept Design. Typically sculpted
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([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/))
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([T-Pose](https://studio.blender.org/films/sprite-fright/39362c69939a56/?asset=4319)
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& optional [Hero Pose](https://studio.blender.org/training/stylized-character-workflow/6-pose-test/))
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* [Deformation Tests](https://studio.blender.org/films/sprite-fright/39362c69939a56/?asset=4356)
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(Like [expressions](https://studio.blender.org/films/sprite-fright/character_lineup/?asset=4340)
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& [poses](https://studio.blender.org/films/sprite-fright/sprite/?asset=4243))
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@ -24,11 +25,14 @@ There needs to be a handover of design material:
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### Topology
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**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.
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**The goal is to create an optimized topology** for next asset creation tasks (shading, texturing, rigging & animation).
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**A full UV unwrap** is also added at this stage and the modeling is done with them in mind.
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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/).
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Typically we do a retopology since the shape and design was already developed via sculpting and loose modeling.
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For more, read the [full explanation of our workflow and theory](https://studio.blender.org/blog/live-retopology-at-bcon22/).
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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/).
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We also have a [deeper look into the workflow for stylized characters](https://studio.blender.org/training/stylized-character-workflow/chapter/5d384edea5b8f5c2c32c8507/)
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as well as [realistic characters](https://studio.blender.org/training/realistic-human-research/chapter/retopology-layering/).
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This information can be extrapolated to other types of assets.
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* [Retopology in Blender](https://studio.blender.org/blog/live-retopology-at-bcon22/)
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@ -42,15 +46,25 @@ This information can be extrapolated to other types of assets.
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**The topology heavily influences where UV seams can be placed.** Especially for clothing this is vital to keep in mind.
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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.
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The focus is mostly on **minimized stretching and texel density**.
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UDIMs are great for this to order uv islands by needed detail level.
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Areas that are closer to the camera are given higher texture resolution,
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while covered or hidden parts could be heavily reduced in resolution or even stripped of textures.
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**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.
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**Pattern aligned UV maps** are useful (for example on clothing).
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These will make it easy to map texture patterns and they will correctly align the pattern to the surfaces.
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These can cause additional stretching, which is why they can be a secondary UV map.
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* [UV Mapping Live Steams for Snow](https://www.youtube.com/watch?v=_LI28r-Nk5g&list=PLav47HAVZMjl5VQRoVPd0481fsJNNQi9J&index=9&ab_channel=BlenderStudio)
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### Sculpted Details & Animation Shapes
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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**.
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Existing sculpted surface details are ideally reprojected onto the subdivided retopology and refined for production.
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For this the **multiresolution modifier** is used and the final topology should be made of **relatively evenly distributed quads for the best results**.
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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.
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For the use of sculpted animation shapes and detailed sculpted layers we use Shape Keys extensively as well as the
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[Sculpt Layers](https://blenderartists.org/t/sculpt-layers-addon/1288145) addon when needed.
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Also see the use of [Corrective Shape Keys](rigging.md#corrective-shape-keys) for already rigged characters.
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* [Layered Sculpting from Charge](https://studio.blender.org/training/realistic-human-research/chapter/shapes-and-baking/)
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* [Manual Clothing Dynamics from Charge](https://studio.blender.org/training/realistic-human-research/chapter/clothing-shapes-rotation/)
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@ -60,11 +74,9 @@ For the use of sculpted animation shapes and detailed sculpted layers we use Sha
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WIP
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pivot point markers
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helper shape keys
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transfered hero pose
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* pivot point markers
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* helper shape keys
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* transferred hero pose
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## Static / Hard-Surface
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