WIP: Pipelipe Overview Additions #143
@ -57,6 +57,8 @@ export default defineConfig({
|
|||||||
text: 'Asset Creation',
|
text: 'Asset Creation',
|
||||||
collapsed: true,
|
collapsed: true,
|
||||||
items: [
|
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: 'Modeling', link: '/pipeline-overview/asset-creation/modeling'},
|
||||||
{ text: 'Rigging', link: '/pipeline-overview/asset-creation/rigging'},
|
{ text: 'Rigging', link: '/pipeline-overview/asset-creation/rigging'},
|
||||||
]
|
]
|
||||||
|
63
docs/pipeline-overview/asset-creation/concept_design.md
Normal file
63
docs/pipeline-overview/asset-creation/concept_design.md
Normal file
@ -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
|
||||||
|
|
@ -1,8 +1,30 @@
|
|||||||
# Modeling
|
# Modeling
|
||||||
|
|
||||||
::: warning
|
The concept design is required at this point. There can be overlap.
|
||||||
4 June 2023 - The content of this page is currently being edited/updated.
|
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)
|
* [Stylized Character Creation Workflow](https://www.youtube.com/watch?v=f-mx-Jfx9lA)
|
||||||
|
Loading…
Reference in New Issue
Block a user