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

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= Summary =
 
= Summary =
* '''Concepts aren't marketing art per se - it's enough to just communicate the idea'''
+
Check also [[3D Asset Workflow: Blocksets]] and [[3D Asset Workflow: Tile Textures and Trimsheets]]
* 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'''
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* After the 3D asset set pieces are retopoed, UV mapped, and textured, it's time to '''assembly to set'''
* '''Concepting a 3D asset is an umbrella term for:'''
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* Asset assembling step is used for asset sets which consists of multiple parts, some of which duplicated and mirrored to save texture space
# Sketching a concept in 2D
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** E.g. when making a chair model, you can only make one chair leg, and duplicate + mirror it to create a chair with for legs - all of which use the the same UVs
# Photobashing
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*** This is the reason assembling needs to be done ''after'' UV mapping
# Making a '''base mesh''', i.e. blocking the asset roughly in 3D
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** '''If your model only consists of one mesh with no mirrored/duplicated pieces, you can skip this step and move straight to''' [[3D Asset Workflow: Naming the Asset]]
#* '''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
 
  
= Concepting Workflow Steps =
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[[File:Noble furniture 13.JPG|900px|center]]
== 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'''
 
  
== Research ==  
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== Asset Assembling Workflow Steps ==
# If there aren't any existing plans or concepts for the asset, '''discuss with the AD and the level artists about what is wanted'''
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# Make sure you have all the pieces needed to create all the assets that are required
#* Research any materials related to the asset
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# Make new mesh layers as required, and assembly the new meshes to the new layers
#* If there are existing concepts, use them as a starting point
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#* Use the pieces wisely - most of the time, they don't need to be actually attached to each other, if they just look like they are
# Look through the level's wiki page to '''get a good idea of the context where the asset will be used'''
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#** However, don't leave any holes, and delete geometry that's left inside the model
#* Pay attention to the '''the general shape language''' of the level
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# [[3D_Asset_Workflow#Trine_Art_Team_Terminology|"Vessanpönttöily" and "juhlamokkailu"]] are also parts of the asset assembly workstep
#** Are the forms curvy, straight, round, sharp, angular, thick, thin, horizontal, vertical?
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#* '''Make sure the assets have nice and natural unevenness and asymmetry''' in them, so that they fit the Trine style better
#** How are the decorative details on different concepts, if there are any?
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#** It's better to add the wonkiness at this step rather than when sculpting, as it's easier to retopo symmetrical assets
# If there is an actual level already created, or '''assets that are made for that same level''', check them
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#** If your making blocksets, check [[3D Asset Workflow: Blocksets]] - they need to match to each other more mathematically at times, so asymmetry can't be too radical
#* 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
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# If needed, create new mesh layers for the same meshes different variations
#** This can be done e.g. in the Editor by searching some general asset name from the TypeTree
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#* Three is usually a good amount of variations for the same mesh
# Think about the '''story of the asset'''
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#* '''Note that the variations should look different enough from each other to make an actual difference'''
#* Is it old or young/new, what is the nature of it, the environment it will be used in etc?
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# Add separate parts (e.g. door frames, doors) to their own layers
#* What's the history of the asset, how does all this affect to the look of the asset?
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#* Make sure the pivots are in a sensible place - e.g. on the hinges of doors
# Search for '''reference images''' online
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#** This makes them more usable to the level artists
#* Analyze the reference images, '''combine ideas''', and come up with a general idea for the asset
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# If needed, make [[3D Asset Workflow: Billboards|billboards]] and/or very lowpoly background versions of the assets at this point
#* 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!
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# When done, move onto [[3D Asset Workflow: Naming the Asset]]
 
 
[[File:How to use reference images in concepting.jpg|300px|center]]
 
 
 
== Make the concept ==
 
# Use the best ideas from the possible existing concepts, your reference images, and your imagination - '''never copy stuff 1:1''' from existing reference images
 
# '''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
 
# 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'''
 
 
 
<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>
 
 
 
== Concepting Examples ==
 
* Below in the collapsibles there are a few concepting examples for reference
 
<div class="toccolours mw-collapsible mw-collapsed" style="background-color: #f3e9f5; border-width:2px; border-radius:10px; margin: 5px;">
 
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>
 
 
 
<div class="toccolours mw-collapsible mw-collapsed" style="background-color: #f3e9f5; border-width:2px; border-radius:10px; margin: 5px;">
 
Concepting Example 2: Modular Tree Set Concept Process
 
<div class="mw-collapsible-content">
 
'''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
 
[[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>
 
  
 +
= Asset Assembly Example Gallery =
 
<div class="toccolours mw-collapsible mw-collapsed" style="background-color: #f3e9f5; border-width:2px; border-radius:10px; margin: 5px;">
 
<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
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Asset Assembly Example Gallery
<div class="mw-collapsible-content">
 
[[File:3d_workflow_determining_asset_set_pieces_based_on_concepts.png|1000px]]
 
</div></div>
 
 
 
= 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
 
 
 
<div class="toccolours mw-collapsible mw-collapsed" style="background-color: #f3e9f5; border-width:2px; border-radius:10px; margin: 5px;">
 
Concept art gallery
 
 
<div class="mw-collapsible-content">
 
<div class="mw-collapsible-content">
 
<gallery widths=300px heights=300px mode="nolines">
 
<gallery widths=300px heights=300px mode="nolines">
File:Amadeus concept.png | Here only the front of the character was designed during the concepting, the rest was figured out during the sculpting
+
File:Noble furniture 13.JPG|Also with an [[3D Asset Workflow: Alternative Textures|alternative texture]]
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
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File:FurnitureFinal.png
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
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File:General crate chest set.png
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
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File:Carriage 29 9 2021.jpg|Also with a [[3D Asset Workflow: Tintmask|tintmask]]
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
+
File:Props decoration chain rope 16.8.2021 WIP4.JPG
File:Hanging lantern concept 3.jpg | Often a simple concept gets the job done
+
File:Breakable lamp 15.2.22.png
 
+
File:Fence Texture Final.png
File:Deer concept 01.png | Sometimes it's ok to take the concept further, then it can be used possibly in marketing too
 
File:Possessed boss concept.png | With a complicated asset it's useful to solve most of the design problems in the concept phase
 
File:Christmas sarek.jpg | In some cases the mood and feeling of the character can be brought out more than the actual details
 
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>
 
</gallery>
</div></div>
+
</div>
 
+
</div>
=Sources=
 
<small>
 
[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>
 
*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)
 
*Img. 3. [Water Fountains, Front Yard and Backyard Designs] http://www.lushome.com/water-fountains-front-yard-backyard-designs/52334 (accessed June 6, 2018)
 
*Img. 4. [Bronze Fountain Statuary] http://www.specialtyfountains.com/bronze_fountains.html (accessed June 6, 2018)
 
*Img. 5. [FONTAINES POUR JARDIN ROMANA – FFBarbecues] https://www.ffbarbecues.com/produit/fontaines-pour-jardin-romana/ (accessed June 6, 2018)
 
*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)
 
*Img. 7. [Robed angel looking down | Monceau | Flickr] https://www.flickr.com/photos/monceau/6291672868 (accessed June 6, 2018)
 
*Img. 8. [Giant lion sculpture] http://www.chinadaily.com.cn/china/2007-05/08/content_868100.htm (accessed June 6, 2018)
 
*Img. 9. [(NO NAME)] no website (accessed June 5, 2018)
 
*Img. 10. [Palermo e dintorni ma anche...: maggio 2009] http://palermodintorni.blogspot.com/2009/05/ (accessed June 6, 2018)
 
</small>
 

Revision as of 10:17, 1 August 2023

3D Asset Workflow

Summary

Check also 3D Asset Workflow: Blocksets and 3D Asset Workflow: Tile Textures and Trimsheets
  • After the 3D asset set pieces are retopoed, UV mapped, and textured, it's time to assembly to set
  • Asset assembling step is used for asset sets which consists of multiple parts, some of which duplicated and mirrored to save texture space
    • E.g. when making a chair model, you can only make one chair leg, and duplicate + mirror it to create a chair with for legs - all of which use the the same UVs
      • This is the reason assembling needs to be done after UV mapping
    • If your model only consists of one mesh with no mirrored/duplicated pieces, you can skip this step and move straight to 3D Asset Workflow: Naming the Asset
Noble furniture 13.JPG

Asset Assembling Workflow Steps

  1. Make sure you have all the pieces needed to create all the assets that are required
  2. Make new mesh layers as required, and assembly the new meshes to the new layers
    • Use the pieces wisely - most of the time, they don't need to be actually attached to each other, if they just look like they are
      • However, don't leave any holes, and delete geometry that's left inside the model
  3. "Vessanpönttöily" and "juhlamokkailu" are also parts of the asset assembly workstep
    • Make sure the assets have nice and natural unevenness and asymmetry in them, so that they fit the Trine style better
      • It's better to add the wonkiness at this step rather than when sculpting, as it's easier to retopo symmetrical assets
      • If your making blocksets, check 3D Asset Workflow: Blocksets - they need to match to each other more mathematically at times, so asymmetry can't be too radical
  4. If needed, create new mesh layers for the same meshes different variations
    • Three is usually a good amount of variations for the same mesh
    • Note that the variations should look different enough from each other to make an actual difference
  5. Add separate parts (e.g. door frames, doors) to their own layers
    • Make sure the pivots are in a sensible place - e.g. on the hinges of doors
      • This makes them more usable to the level artists
  6. If needed, make billboards and/or very lowpoly background versions of the assets at this point
  7. When done, move onto 3D Asset Workflow: Naming the Asset

Asset Assembly Example Gallery

Asset Assembly Example Gallery