Looking at 3D modelling pipelines online i have found out that that the order of work is like this:
- Concept
- Low-Poly Model
- High-Poly Model
- Unwrapping
- Texturing
- Rigging
- Animating
- Rendering
What these consist of:
Concept
This is a drawing/painting to grasp the style and look of the character I will be designing.
Low-Poly Model
A Low-Poly count model of the character I am creating. This is usually done in box modelling software such as 3ds Max.
High-Poly Model
A High-Poly count model of the character I am creating. This is usually done in sculpting software such as zbrush or Mudbox.
UV Unwrapping
Separating and placing the UV's into groups to make texturing easier.
Texturing
Painting the UV's to give the character a skin.
Rigging
Placing bones into the character to allow for animating.
Animating
Posing the character over many key frames to make the character move.
Rendering
Exporting the character to work within a game/movie.
This is a drawing/painting to grasp the style and look of the character I will be designing.
Low-Poly Model
A Low-Poly count model of the character I am creating. This is usually done in box modelling software such as 3ds Max.
High-Poly Model
A High-Poly count model of the character I am creating. This is usually done in sculpting software such as zbrush or Mudbox.
UV Unwrapping
Separating and placing the UV's into groups to make texturing easier.
Texturing
Painting the UV's to give the character a skin.
Rigging
Placing bones into the character to allow for animating.
Animating
Posing the character over many key frames to make the character move.
Rendering
Exporting the character to work within a game/movie.
Personally I think that i will only be doing Concept, Low-Poly Model, High-Poly Model and rendering. As i want my project to be based around modelling and not texturing or animating. So the pipeline that i will be following is:
- Concept
- Low-Poly Model
- High-Poly Model
- Rendering
- Peter Howell
Readings:
Pipelines:
Bokaja. (2009). Character Modeling Pipeline. Available: http://www.interstellarmarines.com/articles/development/character-modeling-pipeline/. Last accessed 9th Nov 2015.
Tironeac, G. (2013). The Pipeline Behind Modeling and Animating a Game Character in Zelgor. Available: http://assist-software.net/blog/pipeline-behind-modeling-and-animating-game-character-zelgor. Last accessed 9th Nov 2015.
Boudon, G. (2013). Understanding a 3D Production Pipeline - Learning The Basics. Available: http://blog.digitaltutors.com/understanding-a-3d-production-pipeline-learning-the-basics/. Last accessed 9th Nov 2015.
Style Guide:
Warframe. (2015). content creator art style guide. Available: https://warframe.com/steamworkshop/help/index.php?page=content-creator-art-style-guide. Last accessed 9th Nov 2015.
Warframe. (2015). content creator art style guide. Available: https://warframe.com/steamworkshop/help/index.php?page=content-creator-art-style-guide. Last accessed 9th Nov 2015.
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