When I first started doing work in
3D, no one talked about workflow. That was because there was only one
workflow:
MODEL - ANIMATE - COLOR & LIGHT
This made sense at the time - but
that was a long time ago. Today, this approach is still widely used
in both Film and Games - it works well for neither.
A not-to-far-out example:
There once was a young and talented
animator. He thought of a wonderful animation to do. He planned out
the story, got other people excited and involved and they began work.
Storyboards were drawn - scenes were thought up - characters were sketched
in beautiful detail. Soon, each person took a character to work on and
the race to create the best model began. The models became more and
more beautiful - and complex. Their equipment reeled. 'More memory!'
they shouted. But there was no budget. It was decided that these models
were complete - so they moved on.
Each person began to setup Their character
for animation - but things went badly from the beginning - joint placement
was slow and binding was worse. The time to do anything increased -
but they pressed on. 'We must work harder!' they stated to each other.
As each character was rigged, it was then animated. Motion went quickly
at first - but playback with the bound skin was far from real-time and
the animation suffered.
Several people dropped out - the few
who continued to work were delighted with the completion of Animation.
Shading began quickly - but lighting was more tedious than before....
The first render test took 10 times longer than expected - and had significant
artifacts and problems. This was more than anyone could take - the project
stopped. 'When hardware is faster....' was all anyone said.
I've heard: 'That's just the way it
is' and 'You need to throw more horsepower at that' more times than
I can remember. There's a better way - and it works!
ANIMATE - COLOR & LIGHT - MODEL
Where are the bulk of the tools in
a 3D package?
Right - in modeling.
Where are the least tools?
Right again - in animation.
Better to start where you are weak
and inflexible and then move toward your strengths as things become
tight. The basic scenario:
Start with the skeleton - go though
all of your moves (or shots) and block them out. Then create the crudest
place-holder geometry (primitives), parent it to the skeleton and place
around the environment. If you can sell your character motion using
ugly geometry - you have good motion. Because the scene is so simple
- you can play it back at full speed several times and try combinations
that give you the most bang for the buck.
Next is to light everything. Work
to get the MOOD you want with lighting. Try colored light - heck, try
two! Because the scene is still so simple - lighting changes and complex
setups are easy to test out. Now is the time to make exclusion lists
and focus specific lights on specific things in your scene. Get shadows
all worked out - really.
Once the lighting is near FINAL (no,
I'm not kidding) - it's time for shading/texturing. The trick here is
to use the MINIMUM to sell visually what you're doing. Texturing place-holder
geometry takes discipline - and is not for the squeamish. Stay the course.
Complete as much texturing and atmospheric effects as is practical without
final geometry.
Yes, it's time for geometry. Again,
the focus is on doing the MINIMUM to get it to work. Adding resolution
to a model with a texture already on it makes the modeling work more
focused. Also, UV's are much more manageable if you already have the
layout - and you're just sub-dividing it.
Volah! You completed the whole project!
Because the skeleton gets tried out
under fire from ALL of the motion - it's virtually bug free FAST. This
means programming can have the dimensions almost immediately - and they
won't change. Happy programmers are friendly programmers.
Game scenario: The WHOLE game is ugly,
but almost completely playable immediately.
Film scenario: The entire show can
be rendered from the beginning - FAST - and sent to edit. More iterations,
better looking - better work.
Lighting is the MOST neglected thing
in 3D today - good light is still rare. This is a way to shine above
the rest (pun intended).
Shading / Texturing and 3D paint are
fun - but are time holes. Keeping it simple up front keeps your eyes
on the goal - not just on the nice bump you tweaked for the last hour.
Radical changes in character structure
are lethal to a production. Radical changes in character geometry are
painful, but are possible in the final hour.
Remember to focus on what buys you
the most:
Perception of quality:
Animation = 60%
Color & Light =
30%
Geometry = 10%
Don't get caught spending 50% of your
time budget on something that only gives you 10% (MAX) of your visual
impact. A beautiful model by itself is like a picture of Michelangelo's
David. If you have a great model that moves badly - you don't get talked
to. If you have an ugly model that moves well - you get told: 'This
is great - when are you going to fix the model?'
When you have both - you get paid
to do it again. ;-)
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