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.

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5. Research

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3. Choosing a subject