WIP: Pipelipe Overview Additions #143

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Julien Kaspar wants to merge 3 commits from (deleted):pipelipe-overview-additions into main

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4 changed files with 90 additions and 3 deletions
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@ -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'},
]

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---
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

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# 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)