Difference between pages "3D Asset Workflow: Blocksets" and "3D Asset Workflow: Concepting"

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= Summary =
 
= Summary =
* [[3D Asset Workflow: Asset Assembling]]
+
* '''Concepts aren't marketing art per se - it's enough to just communicate the idea'''
* '''Blocksets''' or '''modular sets''' are used for creating building exterior or interior environment assets (such as walls, pillars, doorways, windows, and balconies etc)
+
* The general goal of concepting a 3D asset first is to make sure that '''the assets are as usable and efficient to the level artists as possible'''
* Basic idea is to create '''big texture atlases''' and '''trim sheets''', that have differently tiling parts and then only '''few unique parts for decorations'''
+
* '''Concepting a 3D asset is an umbrella term for:'''
* '''Special attention must also be paid to the blocksets' optimization''', since the sets will be used a lot in a level
+
# Sketching a concept in 2D
* Modular building pieces are used to:
+
# Photobashing
# Build large structures in 3D, with relatively small texture memory load
+
# Making a '''base mesh''', i.e. blocking the asset roughly in 3D
# Provide the level artists with the necessary, smaller building blocks to build the levels in the Editor
+
#* '''Can also be done as a second step for either of the above''', to help the [[3D Asset Workflow: Sculpting|sculpting]] and [[3D Asset Workflow: Retopology|retopoing]] process later on
  
== Testing the Modular Blockset in the Editor is Important ==
+
= Concepting Workflow Steps =
 +
== First and Foremost ==
 +
* If the asset is a blockset (consists of a larger set of pieces, that are used together to build big areas), make sure to follow the guidelines in [[3D Asset Workflow: Blocksets]]
 +
* For bigger sets that use e.g. [[3D Asset Workflow: Tile Textures and Trimsheets|tile textures and trimsheets]], '''they should be planned at this stage already'''
  
* 3D artists are highly recommended to use and test their own set in the Editor as early as possible
+
== Research ==
** You should try using the pieces to build a complete looking result, and evaluate how easily they can be used to make environment as shown in the level concept art
+
# If there aren't any existing plans or concepts for the asset, '''discuss with the AD and the level artists about what is wanted'''
** Set that has not been used to build anything or tested before the final commit is sure to lose a lot of potential!
+
#* Research any materials related to the asset
* If some asset combination seems especially good and usable in various situations, it can also be combined into a separate asset
+
#* If there are existing concepts, use them as a starting point
** This eases both the work of level artists, and helps optimizing the game
+
# Look through the level's wiki page to '''get a good idea of the context where the asset will be used'''
 +
#* Pay attention to the '''the general shape language''' of the level
 +
#** Are the forms curvy, straight, round, sharp, angular, thick, thin, horizontal, vertical?
 +
#** How are the decorative details on different concepts, if there are any?
 +
# If there is an actual level already created, or '''assets that are made for that same level''', check them
 +
#* You can also try to see if there are already similar assets that you might have planned to make for your asset set, to make sure you're not making 1:1 duplicates of them
 +
#** This can be done e.g. in the Editor by searching some general asset name from the TypeTree
 +
# Think about the '''story of the asset'''
 +
#* Is it old or young/new, what is the nature of it, the environment it will be used in etc?
 +
#* What's the history of the asset, how does all this affect to the look of the asset?
 +
# Search for '''reference images''' online
 +
#* Analyze the reference images, '''combine ideas''', and come up with a general idea for the asset
 +
#* Pick images that have any nice usable ideas that you like - they don’t have to be perfect and often aren't. That's where the concept art steps in!
  
= Planning the Blockset =
+
[[File:How to use reference images in concepting.jpg|300px|center]]
* '''Planning is the most important part of making a modular blockset'''
 
* Steps:
 
# Figure out '''how many different tiling textures you might need'''
 
# Think of how to '''break the tiling''', with e.g. windows, doors, balconies, pillars, decorations et cetera
 
  
* Below is an image that shows you how you can start thinking about what you need from your texture maps, and how many you might need to create them for similar type of a building
+
== Make the concept ==
** Usually you need:
+
# Use the best ideas from the possible existing concepts, your reference images, and your imagination - '''never copy stuff 1:1''' from existing reference images
# A few [[3D_Asset_Workflow:_Tile_Textures_and_Trimsheets#Tile_Textures|tiling base materials]] (these base materials can also be in one texture atlas)
+
# '''3D asset concept art is not marketing art, so don't use time to polish it unnecessarily'''
# [[3D_Asset_Workflow:_Tile_Textures_and_Trimsheets#Trim_Sheets|A trim sheet material]]
+
#* It's just to share the idea of the asset with the AD, before using a lot of time to make the final asset
# Possibly a material for more unique decorations
+
# Concentrate on the '''big forms, silhouette, proportions and the overall design'''
 +
# Keep the detail level and distribution in balance - have '''small, medium, and large''' detail
 +
#* The details can be further specified during the sculpting process (use reference images for this part of the process as well)
 +
# Think about the colors of the asset - remember the '''importance of the values'''
 +
#* If it's hard to read in [http://www.artofscholes.com/checkingvalues/ true black & white], it'll be hard to read in color as well
 +
#* A good concept will make sculpting and texturing easier, and also lets the AD and the team know what you are up to
 +
# You can ask for opinions and feedback at any point, but at the very latest '''before you start working on the final sculpt'''
  
[[File:texture_map_planning_01.jpg|400px]]
+
<gallery widths=600px heights=800px mode="nolines">
 +
File:trine_concept_tips_02.jpg|An example of how to take the idea of the concept further
 +
File:trine_concept_tips_01.jpg|3D asset process from the concept to the final asset
 +
</gallery>
  
== What to Take Into Consideration ==
+
== Concepting Examples ==
=== Style & Consistency ===
+
* Below in the collapsibles there are a few concepting examples for reference
* The modular blockset will be the basis of a notable portion of a level, and while it defines the look, it must also play nicely with the rest of the assets and other blocksets used
+
<div class="toccolours mw-collapsible mw-collapsed" style="background-color: #f3e9f5; border-width:2px; border-radius:10px; margin: 5px;">
* It is important to thoroughly research the level art concepts and mood boards to internalize the style you're aiming for
+
Concepting Example: Modular Fountain Set Concept Process
 +
<div class="mw-collapsible-content">
 +
<gallery widths=600px heights=800px mode="nolines">
 +
File:How to use reference images in concepting.jpg
 +
File:Fountain pegasus1.jpg
 +
File:Fountain goat1.jpg
 +
</gallery>
 +
<small><i>How to use reference images in concepting</i><br>
 +
<i>PHOTO:Multiple [[3D_Asset_Workflow:_Concepting#Sources|Sources]]</i></small>
 +
</div></div>
  
=== Size vs Time ===
+
<div class="toccolours mw-collapsible mw-collapsed" style="background-color: #f3e9f5; border-width:2px; border-radius:10px; margin: 5px;">
* '''Important things to take into account''':
+
Concepting Example 2: Modular Tree Set Concept Process
* Most blocksets consists of a small (in comparison to the finished set) amount of unique models and materials, which are then mashed together in various ways to create larger and more varied assets
+
<div class="mw-collapsible-content">
* '''The most obvious way to reduce time consumption is to figure out a balance between:'''
+
'''Planning the separate Assets'''
# The smallest possible amount of objects and materials you can create, and
+
* A good way to start planning an asset is to collect all the info you have first, and then start concepting. The more complicated and big the asset task is, the more preparations are needed in the planning phase
# How varied/non-repetitive will the finished set look
+
** First you can just concept different things you think would be useful
* However, depending on the set, cutting down on the base asset creation might add time to the assembly phase
+
** Once you think you have everything down, you can check if some of the stuff could be recycled between your different models to save time
** It is better to use more time in the final assembly than with the base creation phase, as once the base assets are finished, you can commit the blockset in batches - allowing the level artists to utilize the already finished assets while you assemble the rest
+
** There is no point in having different models for something that would work as well with just one model in every situation needed, so only make variations that are different enough
 +
[[File:Modular tree trunk set plan.jpg|1200px]]<br>
 +
'''Making Quick Rough Models for Testing Before Finalizing the Assets'''
 +
* Sometimes it can be hard for the level artists to say if some assets will be useful or not, and how they could be improved based on only the 2D concept image
 +
** For complicated sets it's a very effective method to first make the planned pieces very quickly and roughly and let the level artists test them
 +
** Testing the assets before finalizing them can be a life saver, as some assets might end up being totally useless
 +
* Here is an example of super rough models that were first made, but decided not to be used as level artists noticed it would be better to have whole tree trunk pieces instead of these smaller pieces
 +
[[File:Modular tree trunk set trash models.jpg|600px]]<br>
 +
* After level artists' feedback the pieces were scrapped and new ones created, not much time was lost as the pieces were done very quickly
 +
[[File:Modular tree trunk set trash models2.jpg|600px]]<br>
 +
* Once these were tested and confirmed working the finalized detailed assets could be made
 +
** Also similar test models of the branches were added for the same purpose
 +
** Here are the test pieces and how the level artist tested them
 +
[[File:Modular tree trunk set trash models3.jpg|600px]]<br>
 +
[[File:Trine4 modular tree set wip pieces level artist test.png|600px]]<br>
 +
* These ended up being the final pieces needed for the set
 +
[[File:Modular tree trunk set trash models sculpt 3.jpg|600px]]<br>
 +
</div></div>
  
=== Parts Needed ===
+
<div class="toccolours mw-collapsible mw-collapsed" style="background-color: #f3e9f5; border-width:2px; border-radius:10px; margin: 5px;">
<!--
+
Determining the Assets of a Set Based on Existing Concept Art
** modularity
+
<div class="mw-collapsible-content">
*** material usage: tiling, trimsheet, unique, all of the above?
+
[[File:3d_workflow_determining_asset_set_pieces_based_on_concepts.png|1000px]]
** Levels of detail
+
</div></div>
*** Large architectural shapes & building blocks: walls, walkways, bridges, stairs etc
 
*** Medium details: to break up monotony, windows, doors, railings, etc
 
*** Ornamental details: Singular decorations, decorative borders, emblems/sigils etc
 
** Variations
 
*** Bends, corners
 
*** Broken versions
 
** Communication with level art
 
-->
 
  
* '''Every blockset that is not restricted to just background-only or supportive usage generally has to have an answer to "how will this be used to block out the gameplay geometry?"'''
+
= Frozenbyte concept art examples =
** E.g. how will an interior architecture set block out a 8x5x?m rectangle collider connected to the floor, that the player can climb and walk on top of. And how well the set handles deviating from these dimensions.
+
* These are all concepts made by the 3D artists who also created the final game model so it's up to each artist how far they feel like they want to design in the concept phase
  
* '''Architectural sets should include enough generic "transition pieces" or "connection pieces"'''
+
<div class="toccolours mw-collapsible mw-collapsed" style="background-color: #f3e9f5; border-width:2px; border-radius:10px; margin: 5px;">
** Typical examples include the border and trim pieces, but these can also be something like pillars for wall pieces
+
Concept art gallery
** The function of these is to attach architectural pieces together and hide possible seams, adding flexibility to the set
+
<div class="mw-collapsible-content">
 
+
<gallery widths=300px heights=300px mode="nolines">
*'''Great sets include different horizontal and vertical pieces, corner pieces, and also maybe arch/curve pieces (if applicable to the set)'''
+
File:Amadeus concept.png | Here only the front of the character was designed during the concepting, the rest was figured out during the sculpting
** Without connection pieces like these, the set pieces are very tough to fit together, let alone with other architectural sets, and their use will be more limited
+
File:Mistymountainsboss sketch.jpg | Here only the look of the character was decided in the concept art and the colors for the final model were designed during the texturing phase
 
+
File:Siamese warlock concept.png| Here only the front of the character was designed during the concepting, the rest was figured out during the sculpting
* '''In organic sets, it's good to have a clear unique shape for each piece, that can also be attached to other pieces in the set, and have an uniform flow between them'''
+
File:Healer wizard concept.jpg | Here only the front of the character was designed during the concepting, the rest was figured out during the sculpting
** Each singular piece also benefits from having a varying shape/silhouette from different viewpoints
+
File:Ice wizard concept.png | Here both the front and back of the character are designed so the sculpting process was faster for that part
*** Often a single well thought out piece that manages to look interesting and different in various angles, is better than many different looking pieces that do not
+
File:Hanging lantern concept 3.jpg | Often a simple concept gets the job done
 
 
* '''Should generally avoid pieces that attach to one another using only very strictly defined pieces'''
 
** For example open ended trims with no backfaces limit their use, requiring a very precise seam-to-seam attachment to other pieces, plus the likely use of extra assets to hide their seams and possible open ends
 
*** Making them tile in increments of 0.25m, 0.5m, 1m, or 2m does help a little as editor's incremental move snap supports that, but it only works in 1:1 scale, and it's generally better to just put some simple garbage texture to fill the backfaces on such pieces.
 
 
 
* '''Try to make as many of the generic pieces to be usable from multiple angles as possible!'''
 
 
 
* '''For "extremely" modular sets, like pipes that are by definition meant to be chained together and require precise connection, it's useful to plan out the origin/anchor point placement for ease of use'''
 
** Line it up with the most likely rotatory or connection points, e.g. in a 90 degree curved pieces, the origin point should line up with both ends of the pipe and not the center of mass
 
*** This helps building the pipe structures in the level as it's easier to replace straight pieces with curved ones and having them near instantly line up, and being able to further continue without fuss
 
 
 
==== Different Levels of Detail ====
 
* When thinking about what parts are needed for the blockset, it might help to think about them in different levels of detail
 
** E.g.:
 
; Large architectural shapes and building blocks
 
# Walls
 
# Walkways
 
# Roofs
 
# Bridges
 
# Stairs
 
; Medium details to break up monotony
 
# Windows
 
# Doors
 
# Railings
 
# Frames
 
# Pillars
 
# Supports
 
; Ornamental details and connecting pieces
 
# Decorations
 
# Ornamental borders
 
# Edge trims
 
# Emblems/sigils
 
 
 
* In addition, all of the parts will need variations of themselves, such as bends, corners, arches, broken versions, etc
 
* Also, the set has to include connecting pieces and seam-hiders, such as voluminous border or trim pieces to glue wall and floor pieces together
 
 
 
= Modularity =
 
 
 
* When making modular pieces, it's good to have specific measurements for height and widths
 
** This way the pieces fit together more easily
 
*** For example, a wall section that is 10m wide needs to have a matching 10m wide trim section
 
** When pieces fit together like this, assembling them is easier with the Snap Tool in Modo
 
** Problem that comes with this though is that for Trine world, everything starts to look too straight, so to combat this make windows, pillars, and trims that hide seams a bit bent and twisted
 
*** Another way is to assemble bigger sections (modules), or entire building and then twist and bend it at the end
 
 
 
;Things to keep in mind when designing assets for modularity
 
: How reusable the pieces are vs. how unique they are
 
:* How quickly do the pieces become repetitive if used a lot
 
:* How interesting they are
 
:* Balancing these traits to make compelling set pieces
 
: Hiding seams
 
:* Creating border meshes to create more natural corners or transition points between materials or UV seams
 
 
 
;An example of how to create distorted variation pieces
 
* A slight curving of pillar pieces already create enough distortion and can be used more naturally than more radically bent variations
 
* When creating this type of organic curving that is important for the Trine style keep in mind also the 3D aspect of the curving so don't just curve in 2D space. The pillar should be differently curved from every angle
 
[[File:T5 church interiors curved versions overpaint.jpg|800px]]
 
 
 
;Most of the assembly happens in Modo
 
: Useful tools for building the pieces
 
:* Noise falloff with move/rotate/scale tool can easily add unevenness to a boring flat surface
 
:* Soft Drag makes adding subtle curves and Trine Wonkiness™ easy
 
:* Bend tool under deformation is helpful for creating clean bends
 
  
: Feel free to bend the rules
+
File:Deer concept 01.png | Sometimes it's ok to take the concept further, then it can be used possibly in marketing too
:* Working with limited tools in terms of available materials etc requires thinking outside of the box
+
File:Possessed boss concept.png | With a complicated asset it's useful to solve most of the design problems in the concept phase
:* If it looks good, it looks good
+
File:Christmas sarek.jpg | In some cases the mood and feeling of the character can be brought out more than the actual details
:* Previous rules such as texel density and non-uniform scaling can be stretched to make the end result work better
+
File:Goody good concept.jpg | Different ideas for the character
 +
File:Kappa concepts 2.png | Here are different ideas for the character, the one on the left was chosen to be made into the final game asset
 +
File:Redwood logs shot.png | Here you can see the concept and the final asset set based on that
 +
File:Orrery sketch.png | Scale is important, here the asset seems a little bit too small compared to the character but it can be fixed before sculpting phase and time is saved
 +
File:Broomstick watering can bucket concepts.png | It's very much recommended to keep the scale of the assets in mind right from the beginning of the design process
 +
File:Book lift concept.jpg |A concept for an environment asset can be just a crude scribble over a screenshot
  
<gallery widths=300px heights=300px mode="nolines">
 
File:modular_example_pic0.jpg|Building wall and roof sections
 
File:Venetian_houses_01.jpg|Venetian building set
 
File:Lod_houses.jpg|More whole LOD/background buildings made from previous parts.
 
File:example_pic01.jpg|Breakdown of a modular tower
 
File:T4_dream_wall_kit_final_editor.png|Modular wall kit
 
File:Modular_MountBladeMod_01.jpg|Texture usage in modular parts. Source: http://wiki.polycount.com/wiki/ModularMountAndBlade
 
File:Modular_MountBladeMod_03.jpg|Different variation made with modular parts. Source: http://wiki.polycount.com/wiki/ModularMountAndBlade
 
File:Kevin_Johnstone_1.jpg|Source: http://www.kevinjohnstone.com
 
File:Kevin_Johnstone_2.jpg|Source: http://www.kevinjohnstone.com
 
File:Kevin_Johnstone_3.jpg|Source: http://www.kevinjohnstone.com
 
 
</gallery>
 
</gallery>
 +
</div></div>
  
== Typical Wall Pieces for Every Modular Building Set ==
+
=Sources=
 
+
<small>
* On top of the general rectangular pieces, these rounded variations come in handy when using the modular set
+
[PHOTO: How to use reference images in concepting.jpg] - Source list :<br>
 
+
*Img. 1. [(311) Pinterest] https://fi.pinterest.com/pin/557883472571184162/ (accessed June 5, 2018)<br>
* Walls:  
+
*Img. 2. [Garda Three Tier Pond Fountain] https://www.outdoorartpros.com/collections/tiered-outdoor-fountains/products/garda-three-tier-pond-fountain (accessed June 6, 2018)
** Bended Inward - 90 degrees
+
*Img. 3. [Water Fountains, Front Yard and Backyard Designs] http://www.lushome.com/water-fountains-front-yard-backyard-designs/52334 (accessed June 6, 2018)
** Bended Outward - 90 degrees
+
*Img. 4. [Bronze Fountain Statuary] http://www.specialtyfountains.com/bronze_fountains.html (accessed June 6, 2018)
[[File:T5_asset_variations_walls.png|800px]]
+
*Img. 5. [FONTAINES POUR JARDIN ROMANA – FFBarbecues] https://www.ffbarbecues.com/produit/fontaines-pour-jardin-romana/ (accessed June 6, 2018)
* Wall/Ceiling Moldings:
+
*Img. 6. [Nyc Public Library Photo, Stock Photo of NYC Public Library, Phillip Colla Natural History Photography] http://www.oceanlight.com/spotlight.php?img=11155 (accessed June 5, 2018)
** Bended Inward - 90 degrees
+
*Img. 7. [Robed angel looking down | Monceau | Flickr] https://www.flickr.com/photos/monceau/6291672868 (accessed June 6, 2018)
** Bended Outward - 90 degrees
+
*Img. 8. [Giant lion sculpture] http://www.chinadaily.com.cn/china/2007-05/08/content_868100.htm (accessed June 6, 2018)
[[File:T5_asset_variations_moldings.png|800px]]
+
*Img. 9. [(NO NAME)] no website (accessed June 5, 2018)
* Floors:  
+
*Img. 10. [Palermo e dintorni ma anche...: maggio 2009] http://palermodintorni.blogspot.com/2009/05/ (accessed June 6, 2018)
** Apart from the square ones we get normally:
+
</small>
** Half circle
 
** Half circle ( split in two )
 
** Full circle
 
[[File:T5_asset_variations_floors.png|800px]]
 
* Beams ( including ones that are meant for ceilings ):
 
** Bended Inward - 90 degrees
 
** Bended Outward - 90 degrees
 
[[File:T5_asset_variations_beams.png|800px]]
 
 
 
= Materials =
 
* [[3D_Asset_Workflow:_Tile_Textures_and_Trimsheets|3D Asset Workflow: Tile Textures and Trimsheets]]
 
* Clever use of materials is important for optimizing both workflow and game performance
 
* Tiling materials allow the creation of very large meshes without blowing up the texture size, while trimsheets provide a toolkit for detail work, and breaking up the repetition
 
 
 
=Tips&Tricks=
 
Good example showing the power of well done trim sheet.  
 
{{#ev:vimeo|35470093}}
 
 
 
 
 
Trim sheet map used for the whole environment in the Tor Frick's video. Though for Trine editor we don't use this kind of channel mixing with trim sheets<br />
 
[[File:TileExplain.jpg|400px]]<br />
 
Source: http://torfrick.com/info/lab.html
 

Revision as of 10:13, 1 August 2023

3D Asset Workflow

Summary

  • Concepts aren't marketing art per se - it's enough to just communicate the idea
  • The general goal of concepting a 3D asset first is to make sure that the assets are as usable and efficient to the level artists as possible
  • Concepting a 3D asset is an umbrella term for:
  1. Sketching a concept in 2D
  2. Photobashing
  3. Making a base mesh, i.e. blocking the asset roughly in 3D
    • Can also be done as a second step for either of the above, to help the sculpting and retopoing process later on

Concepting Workflow Steps

First and Foremost

  • If the asset is a blockset (consists of a larger set of pieces, that are used together to build big areas), make sure to follow the guidelines in 3D Asset Workflow: Blocksets
  • For bigger sets that use e.g. tile textures and trimsheets, they should be planned at this stage already

Research

  1. If there aren't any existing plans or concepts for the asset, discuss with the AD and the level artists about what is wanted
    • Research any materials related to the asset
    • If there are existing concepts, use them as a starting point
  2. Look through the level's wiki page to get a good idea of the context where the asset will be used
    • Pay attention to the the general shape language of the level
      • Are the forms curvy, straight, round, sharp, angular, thick, thin, horizontal, vertical?
      • How are the decorative details on different concepts, if there are any?
  3. If there is an actual level already created, or assets that are made for that same level, check them
    • You can also try to see if there are already similar assets that you might have planned to make for your asset set, to make sure you're not making 1:1 duplicates of them
      • This can be done e.g. in the Editor by searching some general asset name from the TypeTree
  4. Think about the story of the asset
    • Is it old or young/new, what is the nature of it, the environment it will be used in etc?
    • What's the history of the asset, how does all this affect to the look of the asset?
  5. Search for reference images online
    • Analyze the reference images, combine ideas, and come up with a general idea for the asset
    • Pick images that have any nice usable ideas that you like - they don’t have to be perfect and often aren't. That's where the concept art steps in!
How to use reference images in concepting.jpg

Make the concept

  1. Use the best ideas from the possible existing concepts, your reference images, and your imagination - never copy stuff 1:1 from existing reference images
  2. 3D asset concept art is not marketing art, so don't use time to polish it unnecessarily
    • It's just to share the idea of the asset with the AD, before using a lot of time to make the final asset
  3. Concentrate on the big forms, silhouette, proportions and the overall design
  4. Keep the detail level and distribution in balance - have small, medium, and large detail
    • The details can be further specified during the sculpting process (use reference images for this part of the process as well)
  5. Think about the colors of the asset - remember the importance of the values
    • If it's hard to read in true black & white, it'll be hard to read in color as well
    • A good concept will make sculpting and texturing easier, and also lets the AD and the team know what you are up to
  6. You can ask for opinions and feedback at any point, but at the very latest before you start working on the final sculpt

Concepting Examples

  • Below in the collapsibles there are a few concepting examples for reference

Concepting Example: Modular Fountain Set Concept Process

How to use reference images in concepting
PHOTO:Multiple Sources

Concepting Example 2: Modular Tree Set Concept Process

Planning the separate Assets

  • A good way to start planning an asset is to collect all the info you have first, and then start concepting. The more complicated and big the asset task is, the more preparations are needed in the planning phase
    • First you can just concept different things you think would be useful
    • Once you think you have everything down, you can check if some of the stuff could be recycled between your different models to save time
    • There is no point in having different models for something that would work as well with just one model in every situation needed, so only make variations that are different enough

Modular tree trunk set plan.jpg
Making Quick Rough Models for Testing Before Finalizing the Assets

  • Sometimes it can be hard for the level artists to say if some assets will be useful or not, and how they could be improved based on only the 2D concept image
    • For complicated sets it's a very effective method to first make the planned pieces very quickly and roughly and let the level artists test them
    • Testing the assets before finalizing them can be a life saver, as some assets might end up being totally useless
  • Here is an example of super rough models that were first made, but decided not to be used as level artists noticed it would be better to have whole tree trunk pieces instead of these smaller pieces

Modular tree trunk set trash models.jpg

  • After level artists' feedback the pieces were scrapped and new ones created, not much time was lost as the pieces were done very quickly

Modular tree trunk set trash models2.jpg

  • Once these were tested and confirmed working the finalized detailed assets could be made
    • Also similar test models of the branches were added for the same purpose
    • Here are the test pieces and how the level artist tested them

Modular tree trunk set trash models3.jpg
Trine4 modular tree set wip pieces level artist test.png

  • These ended up being the final pieces needed for the set

Modular tree trunk set trash models sculpt 3.jpg

Determining the Assets of a Set Based on Existing Concept Art

3d workflow determining asset set pieces based on concepts.png

Frozenbyte concept art examples

  • These are all concepts made by the 3D artists who also created the final game model so it's up to each artist how far they feel like they want to design in the concept phase

Concept art gallery

Sources

[PHOTO: How to use reference images in concepting.jpg] - Source list :