Difference between pages "3D Asset Workflow" and "3D Asset Workflow: Sikailu"

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This is a series of Wiki pages related to the 3D asset creating process at Frozenbyte. With these guidelines you should be able to create a game asset from an idea to a textured game model or at least get the needed information on what you should research and practice in order to achieve that. The information on these sites is created and collected by our 3D artists and these methods are used daily here at Frozenbyte. The wiki pages also include links to external sources we’ve found to be useful. The wiki page is a transformed version of our internal guidelines with some of the most top-secret bits edited out.
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⬑  [[3D Asset Workflow]]</div>
  
* '''If you can't find some useful info here, please find it out elsewhere and add the info here in the proper section'''
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<div style="padding-right: 10px; padding-left: 1000px; padding-top: 60px; padding-bottom: 80px;">
* Please keep things organized and '''use similar format as the existing material''' here is already using
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{{#lst:3D Asset Workflow}} <!-- Link list transcluded from main 3D Asset Workflow page -->
* '''Images and videos are super helpful''', so those are very much encouraged
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</div>
* If the info is related to the general 3D asset workflow, add it to [[3D Asset Workflow]] page. If it's Modo specific, add it to the [[Modo]] page
 
* '''The info should be in one place and linked''' into another place, no copy & paste duplicates across several pages
 
  
= 3D Workflow steps =
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= Summary =
At Frozenbyte the 3D artists will usually take care of all of these steps when creating 3D assets. The 3D artist gets to design the asset from the concept to the final asset that is available in our own in-house game editor. Then the level artists will use the assets to create levels.
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'''Sikailu / sikailla''' = "to act like a pig", a noun and a verb. Sometimes a 3D artist/level artist needs to take an already existing 3D model, and make something completely new out of it, using the parts of the old one. This happens when the old models do not 100% fit the desired design. Rather than making a new model out of scratch, sikailing it is way faster
  
# '''The idea''' - a mental image to work towards is formed when discussing with the art director, thinking about the story, and looking at reference images. This part might require communicating with different team members, for example designers, the script writer and/or other artists.
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* Sikailu is used by both the 3D artists and the level artists - this wiki page will cover the 3D side of it only
# '''The concept''' - once the idea is clear some kind of concept is made. It can be a rough drawing or a sculpt or a photo bash. The point is to visualize the basic idea, so that the AD can approve it, and you can continue working on it further. With a concept everybody has some kind of idea what the end result will be. The concept can be a very rough scribble as long as the general idea is communicated.
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** The basic principal is the same: bashing different assets together to create something "new"
# '''High-poly mesh, or sculpt''' - the detailed and performance heavy version of the mesh. It's not used in the game, but it's used to bake texture maps that are seen on the low-poly mesh in game. Like in all the work phases, it's good to first sculpt a rough version of each piece and get a confirmation from the AD that everything seems to be going as desired. Then it's time to sculpt the details.
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** The level artists will do this in the Editor, but the 3D artists can create actual fbxmodels out of the sikaille'd models
# '''"Trash version" of the low-poly mesh, if the mesh is going to be animated''' - when making characters for example, it's good to give the animators a very crude low-poly version of the mesh. This can be done when all the proportions of the mesh are somewhat finished, but there is not detailing yet. This way the animators can point out possible problems early on, when they start rigging. ''Note that this step is obsolete if the mesh is NOT going to the animators''.
 
# '''Low-poly mesh''' - a less dense and engine-friendly approximation of the high-poly model. This model will end up in the game. It's important to have the optimal amount of geometry (polygons), not too little so that the mesh is too angular, but not too much so that the mesh is needlessly performance heavy. The silhouette is what counts.
 
# '''UV-mapping''' - creating the texture coordinates for the low-poly mesh, so that the textures are in the correct place on the model and in the correct resolution.
 
# '''Baking and texturing''' - transferring details from the high-poly model to create a surface material for the low-poly model. Adding all the materials and colors on the model.
 
# '''Export & import to editor''' - preparing the low-poly model (fbx) and the final texture maps (tga) and importing them to editor with correct naming, adding your new models to the asset gallery.
 
# '''Adjusting in editor''' - further configuration in the editor, for example back light, self-illumination, etc.
 
  
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= Sikailu Workflow Steps =
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[[File:3D_Asset_Workflow_sikailu_flowchart_10.5.2023.jpg|1100px|center]]
  
=== Additional Tips Along the Creating Process ===
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# When you get the sikailu task, you first need to '''find the model/models needed''' for completing the task
* '''The scale''' of the final model is important to get right as early as possible. '''Always have a game character model as a scale reference''' from the very start when you start sculpting.
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#* All the workfiles should be in the SVN workspace, but if you can't find them or if they're outdated, take them from the binary folder
** '''The scale has to be considered every step of the way''': sculpting, detailing, how dense and detailed the low poly mesh should be, and in texturing.
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# In most cases, the new sikailu model will be added as an additional fbxmodel to a pre-existing set, so open the file and make a new mesh layer for it in Modo
** In some cases it can be a bit hard to see the real scale of things outside the editor game view so '''a temporary version of the asset can be imported to editor to check the scale''' before it's finished. It's better to do this than to use days to finalize the asset and then notice it's in the wrong scale.
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#* It's best to save the file to your computer locally, rather than work from the workspace/binary
** How to nail the right scale: [http://www.neilblevins.com/cg_education/details_make_big/details_make_big.htm Using Details To Make Something Look Big By Neil Blevins].
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# '''Build the sikailu model required out of the pieces of the old model'''
* Some general art fundamentals tips that are useful for any game artist:
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#* Sometimes you need to use multiple models for this, but if at all possible, don't use multiple texture sets - they will add drawcalls in the Editor, meaning that it will use more memory
**See Neil Blevins : <i>[http://www.neilblevins.com/cg_education/cg_education.htm Theory And Techniques.]</i>
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# As you're building a new fbxmodel entirely, you can bend and modify the models used as needed, to get the end result you want
**See EmptyEasel.com : <i>[http://emptyeasel.com/2008/11/18/avoiding-tangents-9-visual-blunders-every-artist-should-watch-out-for/ Avoiding Tangents: 9 Visual Blunders Every Artist Should Watch Out For.]</i>
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# Name the asset in a way that it fits the other, pre-existing models in the set
**See Itcy Animation : <i>[http://www.itchy-animation.co.uk/tutorials/light01.htm LIGHT - a detailed tutorial.]</i>
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# Make [[3D_Asset_Workflow:_LODs|LODs]] for the asset
**See Drawabox : <i>[http://drawabox.com/ Draw a Box: An exercise based approach to learning the fundamentals of drawing.]</i>
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# Export the asset to the Editor
**See FZDSCHOOL : <i>[https://www.youtube.com/channel/UCbdyjrrJAjDIACjCsjAGFAA FZD School of Design - One Year Makes a Difference.]</i>
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#* If you're adding an asset to a pre-existing set, you can only create that one as a new model, and not update the existing models
**See Mark Brown : <i>[https://www.youtube.com/user/McBacon1337/videos Game Maker's TOOLKIT.]</i>
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# Make sure everything works
**See Sam Nielson : <i>[https://www.youtube.com/watch?v=iemcI0t096I Environment Lecture Part 1.]</i>
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#* It's important to also check that you didn't accidentally break anything from the existing set
**See Sam Nielson : <i>[https://www.youtube.com/watch?v=FeUL-5wfj0U Atmosphere 1.]</i>
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# Add the updated workfiles to the workspace SVN
**See Gnomon : <i>[https://www.youtube.com/watch?v=FeUL-5wfj0U The Art of Environment Storytelling for Video Games - Part One.]</i>
 
 
 
= Concepting =
 
* [[3D Asset Workflow: Concepting]]
 
[[File:Electric wizard concept resized.png|600px]]
 
 
 
=Sculpting=
 
* [[3D Asset Workflow: Sculpting]]
 
[[File:Owl sculpt.jpg|600px]]
 
 
 
=Retopo and UVs=
 
* [[3D Asset Workflow: Retopo and UVs]]
 
* [[Modo]]
 
[[File:Owl lowpoly.jpg|600px]]
 
 
 
= Baking and Texturing =
 
* [[3D Asset Workflow: Baking and Texturing]]
 
[[File:Electric wizard Base Color.png|400px]]
 
[[File:Electric wizard Normal DirectX.png|400px]]
 
 
 
=Exporting Assets to Editor=
 
* [[3D Asset Workflow: Exporting to Editor]]
 
[[File:Owl idle1.gif]]
 
[[File:Electric wizard color variations.jpg|525px]]
 
 
 
= Other Possible Phases =
 
 
 
== Decals and Alpha planes ==
 
* [[3D Asset Workflow: Decals and Alpha planes]]
 
[[File:LeafCoverageMeshes05.jpg|600px]]
 
 
 
== Collisions and Breakable objects ==
 
* [[3D Asset Workflow: Collisions and Breakable objects]]
 
[[File:General assets.jpg|600px]]
 
 
 
== 3D Asset Workflow: Billboards ==
 
* [[3D Asset Workflow: Billboards]]
 
[[File:Billboard vs model.png|600px]]
 

Latest revision as of 16:40, 28 July 2023

3D Asset Workflow

Summary

Sikailu / sikailla = "to act like a pig", a noun and a verb. Sometimes a 3D artist/level artist needs to take an already existing 3D model, and make something completely new out of it, using the parts of the old one. This happens when the old models do not 100% fit the desired design. Rather than making a new model out of scratch, sikailing it is way faster
  • Sikailu is used by both the 3D artists and the level artists - this wiki page will cover the 3D side of it only
    • The basic principal is the same: bashing different assets together to create something "new"
    • The level artists will do this in the Editor, but the 3D artists can create actual fbxmodels out of the sikaille'd models

Sikailu Workflow Steps

3D Asset Workflow sikailu flowchart 10.5.2023.jpg
  1. When you get the sikailu task, you first need to find the model/models needed for completing the task
    • All the workfiles should be in the SVN workspace, but if you can't find them or if they're outdated, take them from the binary folder
  2. In most cases, the new sikailu model will be added as an additional fbxmodel to a pre-existing set, so open the file and make a new mesh layer for it in Modo
    • It's best to save the file to your computer locally, rather than work from the workspace/binary
  3. Build the sikailu model required out of the pieces of the old model
    • Sometimes you need to use multiple models for this, but if at all possible, don't use multiple texture sets - they will add drawcalls in the Editor, meaning that it will use more memory
  4. As you're building a new fbxmodel entirely, you can bend and modify the models used as needed, to get the end result you want
  5. Name the asset in a way that it fits the other, pre-existing models in the set
  6. Make LODs for the asset
  7. Export the asset to the Editor
    • If you're adding an asset to a pre-existing set, you can only create that one as a new model, and not update the existing models
  8. Make sure everything works
    • It's important to also check that you didn't accidentally break anything from the existing set
  9. Add the updated workfiles to the workspace SVN