WIP: Pipelipe Overview Additions #143
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text: 'Asset Creation',
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text: 'Asset Creation',
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collapsed: true,
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collapsed: true,
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items: [
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items: [
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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: 'Modeling', link: '/pipeline-overview/asset-creation/modeling'},
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{ text: 'Rigging', link: '/pipeline-overview/asset-creation/rigging'},
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{ text: 'Rigging', link: '/pipeline-overview/asset-creation/rigging'},
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]
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]
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75
docs/pipeline-overview/asset-creation/concept_design.md
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75
docs/pipeline-overview/asset-creation/concept_design.md
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---
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outline: deep
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---
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# Concept Design
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## General
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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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[comment]: <> (Needs short info on developing and finding the art style. This involves all asset types listed below)
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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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[comment]: <> (Could include an image example. A film character with hero props like Jay & his Boombox)
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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 more time and effort 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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* [Production Design from Sprite Fright](https://studio.blender.org/blog/sprite-fright-the-illusion-of-simplicity/)
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* [Character Design from Sprite Fright](https://studio.blender.org/blog/sprite-fright-sculpting-advice-for-production/)
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* [Character Design from Charge](https://studio.blender.org/training/realistic-human-research/chapter/design-blocking-sculpting/)
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* [Character Design from Pet Projects](https://studio.blender.org/blog/pets-expression-sculpting/)
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* [Modeling Key Assets from Pet Projects](https://studio.blender.org/blog/modeling-stylised-assets-on-pet-projects/)
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* [Expression Testing Course](https://studio.blender.org/training/stylized-character-workflow/chapter/5d384ecb3a9adc4a3852c172/)
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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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## Effects Style
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TBA
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@ -1,9 +1,87 @@
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# Modeling
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# Modeling
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::: warning
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The **approved concept design** is required at this point. But overlap in these stages is possible.
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4 June 2023 - The content of this page is currently being edited/updated.
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The important difference for this page is the focus on **delivering a production ready model** based on an approved design.
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:::
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## Organic
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* [Stylized Character Creation Workflow](https://www.youtube.com/watch?v=f-mx-Jfx9lA)
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**The requires the production design and concept design.**
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* [Updates](https://www.youtube.com/watch?v=BJHede3Oagw)
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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)
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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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* [Style guides & limitations](https://studio.blender.org/films/sprite-fright/3993b3b741b636/?asset=4910)
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**The outcome usually is a final topology**. More can be added if required:
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* Basic UV maps
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* Animation Shape Keys
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* Baked textures from sculpted details
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* Pivot Point Markers (via empty objects)
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* Helper Shape Keys (Closed eyes, open mouth)
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* Hero Pose Shape Keys
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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).
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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.
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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/)
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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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* [Retopology & Layers from Charge](https://studio.blender.org/training/realistic-human-research/chapter/retopology-layering/)
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* [Retopology Course based on Spring/Coffee Run](https://studio.blender.org/training/stylized-character-workflow/chapter/5d384edea5b8f5c2c32c8507/)
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* [Retopology Cheat Sheets](https://studio.blender.org/training/stylized-character-workflow/chapter/5e5fea8470bde75aac156718/)
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### UV Unwrapping
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[comment]: <> (There are no user guides or other material on UV unwrapping yet. This would a good thing to prioritize and link here.)
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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**.
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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).
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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.
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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
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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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* [Baking Sculpted Details from Charge](https://studio.blender.org/training/realistic-human-research/chapter/baking-and-exporting/)
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### Helpers
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WIP
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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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TBA
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## Sets
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TBA
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Loading…
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