I've
looked at different skills, requirements and experience that prospective 3D
Modellers generally need when applying for jobs as Professionals. To complement
this research, I've looked at the different pipelines that 3D Modellers follow to
narrow down a specific workflow that I should be following. This differs
slightly depending on the position
Brandon
Hix documents the pipeline that he uses in the software Blender. He makes a
point that 'As a 3d artist you can choose to familiarize yourself as much or as
little as you want with each step, but choose carefully' and that you increase
your prospects and desirability to be employed if you can boast a broader range
of skills. That as a 3D Artist, you should research as much as you can into the
fields he mentions:
Modelling
The initial 3D Modelling/Sculpting of the assets using polygon
modelling. This creates the base mesh with which to work with
Shading
Using materials and textures to add depth and detail to the models. Bump
maps, specularity maps and diffuse colour maps define the surface of the 3D
Model. He makes the point that Blender uses a Physically Based Rendering system
to create realistic lighting, which is noted as a requirement in a lot of the
Job Listings I looked at, to be able to work with PBR to produce photo-realism.
Lighting
Using lights to compliment the textures and geometry of the model. There
are lights that give realistic lighting, enable for manual control of lights
and can define the mood for the entire scene.
Animation
This area is where characters, objects and environments are animated
using keyframe animation, pose-to-pose animation and recommends researching the
history of animation in general, rather than just 3D animation.
Rendering
Though commonly viewed as a final step, Hix discourages this attitude,
making the case that a 3D artist should always be thinking about how their work
is going to work in the final render.
However,
Castillo and Novak focus on 3d modelling from the perspective of the level
designer. Emphasis is placed on concepts, laying out the ground works for level
designs. For example, Castillo and Novak cover a section in their book called
‘blocking in’ which goes over creating grey box builds of levels. Though not
always the job of the 3D Modeller, they can be involved in this process and
still need to be aware of the workflow that has preceded their involvement.
(Castillo and Novak, 2008. Pg. 132)
This relates to the job search I conducted, as a lot of roles call
for level design experience, or knowledge of it. In comparison, a level
designer will follow this workflow:
Concepts and
paper design
Concepts and rough designs on paper allow for easy iteration and
serve as a template when blocking out levels, usually in a top down
perspective, like a map
Blocking in
Level designers block the level in as grey boxing. Some of the job
adverts I looked at used the phrasing ‘white boxing’ This is where the top down
map creation helps to establish composition and scale. Castillo and Novak refer
to this a ‘’Broad Strokes Theory’ testing the composition of the map, scale
alongside character models with engine perspective
Asset creation
This stage is the actual 3D Modelling, and involves taking the
geometry from grey box builds, and refining it. This is then reimported into
engine to replace the grey boxing elements
Lighting
This covers colour and shadows, setting a model up to be lit and
rendered to create a certain mood or atmosphere.
Post
processing
Image editing, such as bloom, exposure control and tint to the
colour of the scene
Rendering
Final render showcases the model using all the lighting and composition
methods.
Sources:
Castillo, T. and Novak, J. (2008). Game development essentials. New York: Delmar.
Castillo, T. and Novak, J. (2008). Game development essentials. New York: Delmar.
Hix, B. (2016). Making Sense of the 3d Production Pipeline –
Blender Unleashed. [online] Blenderunleashed.com. Available at: http://www.blenderunleashed.com/tutorials/making-sense-of-the-3d-production-pipeline/
[Accessed 9 Sep. 2017].
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