24/10/2022
3D Creation Pipeline for Film & Games
Week 2:
Hello, I am back with another entry for this week. So let me start with what we have learnt this week in class. we started with learning about the 3D asset pipeline where we didn't go in depth of it but touched on the main parts if the pipeline. So, creating an asset pipeline is like almost similar in the way of creating a pipeline for films. As it has 3 main stages which are:
Pre-production
Production
Post-Production
So, Pre-Production consists of 3 stages which are:
Visual Narrative: where we find out what we are making and how we are going to explain the asset.
Reference: where we gather diverse types of images and make them into a mood board for the assets / character we are creating using the pure ref application. This helps us get a better vision of what we will be making instead of doing it from memory, like adding details or the colors or the layout etc...
Blocking/ and Modelling/ Sculpting: This is the stage where we start with blocking out the model using basic shapes and creating a rough layout, then we move on to the primary details and secondary details using modelling or sculpting methods.
Then we have the Production Stage:
Retopology: This is the stage where we are refining the model and creating a clean topology or reducing the poly count or giving it a clean-up.
UV mapping: This is where we unwrap the UV’s and make a map of it for the textures to be laid. This helps us to place the textures as they must be placed on the model and give it a clear and clen textures.
Baking: This helps us to save the information related to the mesh into a texture file. This process is done when there is another mesh where the information is transferred from one mesh to another.
Texturing: This is where we prepare the textures which will be used for our models, we can control the apparencies of the surfaces for the model based on what we are looking for, like controlling the color, textures, transparency, glow etc....
Look Development: This is where we start defining our models or creating the materials for the models. This is where we define our assets and make sure they are consistent for the current style which we are using in the project.
Now we are at the final stage of the production process, which is post-production.
Lighting and Rendering: Here we light our models I the way we have thought based on the mood of assets or the character. Then we render the finial image or video of the assets or character which we do.
The Image below is the flow chart for the 3D asset pipeline which was done in the class.
Next, we started to learn about Retopology, Normals, hard and soft edge, Marquee tools and Hotkeys.
We had 2 modelling challenges we did in the classroom and on our own time. One was a double skier exercise and Iron fence.
In this exercise we learnt a new tool which was called circularize: it uses the selected faces/vertices/edges existing on mesh to create a perfect circle.
Below I have added the screenshots from the exercise:
In here I had some trouble with the sweep mesh tool as it was not coming out properly as it was supposed to be, so I had to experiment with some of its attributes and finally got it how I wanted it to be.
Below I have added the screenshot of the tool and the attributes of the tool which I have used for the modelling.
When I started doing this challenge, I used different components to make the model, but later after seeing what method Richard was teaching, I started using that since it was more effective. The method he was using was creating a single mesh for main part of the model and adding components for the smaller parts. So below is the image which has the wire frame of the model and some rendered images of it.
As I have mentioned above, we had to do 2 modelling challenges this week, one was the above double skier challenge and the other was the twisted iron fence model. In both challenges we had to focus on how we create most of the model in a single mesh and have the addons which were not possible to get from the existing mesh or to give much more detail to it.
In the iron fence challenge also, we use similar tools which we used in the double skier challenge.
For both models we have used different references from various sources and combined them in pure ref to get the details as much as possible.
Below I have added the images from the Iron fence challenge.
Self-reflection:
With these modelling challenges we learn how to use diverse types of modelling techniques and tools to complete a model more effectively.
How quickly we can finish the challenge.
Ways to experiment with different things and having them work.
Using marquee menus efficiently.
Using hotkeys and moving around views.
Using image plane.
Reference and Image source:
- For the circularize tool image
-For the circularize tool icon
Thank You!!
See You Soon...
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