4. Projected Pipeline
Intro
Below I will outline my projected pipeline for this process. IThe pipeline is informed by my own experience as a 3D artist working on real time models as well as by reading techniques used in palaeontological reconstruction. I will document any changes to the pipeline as I go.
1. Research
Research Morphology, look at up to date publishings to determine the most modern interpretation of the fossil evidence.
Other media, find comparisons in other media, for example books and documentaries.
Research habitat and behaviour, this will influence the topology and rig.
2. Reference Gathering
Gather accurate measurements of body.
Look for reference from other media and creatures that are alive today. Be as precise as possible with references.
If any information has to be inferred, gather reference and consider how to do this accurately.
Keep a document of these measurements and document changes.
Create a list of animations that will be needed.
Where possible use scans or photogrammetry of subject.
3. Concept Drawings
Draw orthographic view of subject from any angle.
Draw extreme poses, for example taking off, bending limbs, folding limbs, opening mouth, extending fingers.
Look at available data about movement and draw frames of a walking cycle.
If possible, get an expert to verify these drawings. If not, motor on!
4. Test Model and Rig
Make a box model and rig to test. This can help to reduce avoidable issues later on.
5. High Poly Model
Create a High Poly Model of the Skin of the creature.
Decimate this model for retopology.
6. Retopology
Build the game ready topology, making sure there is enough geometry in areas of the mesh that will deform.
Create Eyeballs.
Create UV Map.
7. Texture
Bake maps from high poly model.
Texture skin and eyeballs.
Texture for groom.
8. Rig
Create Armature and bones.
Use reference to determine joint orientations and rotation orders.
Make short test animation to test deformations.
Create controls for animator.
Create Blendshapes for accurate deformation of musculature and joints.
9. Animation
Create animations and label them according to animation list.
10. Import
Import animations to Unreal Engine.
Set up Animation Blueprint.
11. Groom
Create Hair using grooming techniques in Unreal Engine.