Difference between revisions of "3D Asset Workflow: Concepting"

From Frozenbyte Wiki
Jump to: navigation, search
m
m
Line 1: Line 1:
 +
<div style="border-bottom:2px solid #99aac7; background:#d0def5; padding:0.4em 0.5em; font-size:130%; margin-bottom: 25px; text-align: center; float:top;">
 +
⬑  [[3D Asset Workflow]]</div>
 +
 +
<div style="padding-right: 10px; padding-left: 1000px; padding-top: 60px; padding-bottom: 80px;">
 +
{{#lst:3D Asset Workflow}} <!-- Link list transcluded from main 3D Asset Workflow page -->
 +
</div>
 +
 
= Summary =
 
= Summary =
 
* '''Concepts aren't marketing art per se - it's enough to just communicate the idea'''
 
* '''Concepts aren't marketing art per se - it's enough to just communicate the idea'''

Revision as of 16:40, 28 July 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
[Expand]

Concepting Example: Modular Fountain Set Concept Process

[Expand]

Concepting Example 2: Modular Tree Set Concept Process

[Expand]

Determining the Assets of a Set Based on Existing Concept Art

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
[Expand]

Concept art gallery

Sources

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