WIP: Pipelipe Overview Additions #143
@ -57,6 +57,8 @@ export default defineConfig({
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text: 'Asset Creation',
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collapsed: true,
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items: [
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{ text: 'Introduction', link: '/pipeline-overview/asset-creation/introduction'},
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{ text: 'Concept Design', link: '/pipeline-overview/asset-creation/concept_design'},
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{ text: 'Modeling', link: '/pipeline-overview/asset-creation/modeling'},
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{ text: 'Rigging', link: '/pipeline-overview/asset-creation/rigging'},
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]
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63
docs/pipeline-overview/asset-creation/concept_design.md
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63
docs/pipeline-overview/asset-creation/concept_design.md
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@ -0,0 +1,63 @@
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---
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outline: deep
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---
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# Concept Design
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**This requires the production design**, in a complete or in-development form.
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A fairly complete previz or developing concept art simultaneously is vital too.
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**Concept development is an interdisciplinary task.**
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We don't limit this to 2D artists, concept artists and illustrators.
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In our small team everyone is required to be in the loop and welcome to participate.
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Each discipline has important insights and limitations.
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Even a final concept painting is layered on feedback and the common vision of the team.
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**The outcome should be a design that is ready to be executed.**
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The concept needs to work for the story, aesthetics, budget and technical limitations of the production.
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Test the concept with previz artwork. You don't want to end up with a concept that is not achievable or doesn't fit.
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## Hero Assets
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These include **main characters and important props**.
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They will be seen up close, in different environments & lighting conditions and even with multiple asset variations.
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Characters are also designed together with important props they interact with.
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Hero Assets require a rigorous process to make sure they can be executed.
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A drawn concept art is a good start to find the **idea of the character**.
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Afterwards **test out the designs in 3D** as well, via modeling & sculpting. Then draw and paint over the models for annotations and enhancements.
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This starts a feedback cycle. The 2D art is more dimensionally informed and 3D art is bending spacial limitations.
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**Preliminary details, colors, lighting and shading** are tested to get a close approximation of the look of the film.
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The character is posed and given expressions that are based on story moments.
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**Work and testing is iterative** and (where sensible) non-destructive.
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A lineup of main characters and assets is progressed simultaneously for **style consistency**.
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We hand over a **design model, lookdev paintings and important style guides** to the next departments to create the asset.
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Resting poses and character sheets can have their uses (like for lineup consistency) but are best as the a handover instead of a concept.
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The design model also might be close to the final asset and just needs to be cleaned up.
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::: info Don't forget
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Make early 3D models available to the team. Shading & FX artists can do some tests on them.
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Riggers can develop some tech or give the animators and layout artists a test for shots.
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:::
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* [More on Production Design from Sprite Fright](https://studio.blender.org/blog/sprite-fright-the-illusion-of-simplicity/)
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* [More on Character Design from Sprite Fright](https://studio.blender.org/blog/sprite-fright-sculpting-advice-for-production/)
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* [More on Modelign Key Assets in Pet Projects](https://studio.blender.org/blog/modeling-stylised-assets-on-pet-projects/)
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## Background Assets
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[comment]: <> (Ask Beau to contribute to background assets and Environment asset design.)
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TBA
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## Environments
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TBA
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## Color script
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TBA
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@ -1,8 +1,30 @@
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# Modeling
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::: warning
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4 June 2023 - The content of this page is currently being edited/updated.
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:::
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The concept design is required at this point. There can be overlap.
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But the important difference is the focus on delivering a production ready model.
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## Organic Modeling
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Needed Material: Final Design, deformation tests (expressions & poses), style requirements & limitations
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https://studio.blender.org/blog/sprite-fright-the-illusion-of-simplicity/
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Goal: Optimized topology for next tasks (shading, texturing, rigging, animation)
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General theory:
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https://studio.blender.org/blog/live-retopology-at-bcon22/
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Workflow details and links for realistic characters:
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https://studio.blender.org/training/realistic-human-research/
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UV unwrapping (Live unwrap, UDIMs, general full UV map for baking/texture painting & pattern alignment)
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Detail sculpting workflows (Reprojection, multires, layers, baking)
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Animation shapes (FACS, Simple clothing dynamics)
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https://studio.blender.org/blog/layered-sculpting-for-einar/
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Reference shapes/objects (Open/closed eyes, pivot point empties, hero pose shapekey)
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* [Stylized Character Creation Workflow](https://www.youtube.com/watch?v=f-mx-Jfx9lA)
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