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IMGD 1001: The Game Art Pipeline IMGD 1001: The Game Art Pipeline

(Visual) Art Courses o o o o o AR 1100. Essentials of Art. AR (Visual) Art Courses o o o o o AR 1100. Essentials of Art. AR 1101. Digital Imaging and Computer Art. IMGD/AR 2101. 3 D Modeling. IMGD/AR 2200. The Art of Animation. IMGD 2005. Machinima. IMGD 3500. Artistic Game Development I. IMGD 4500. Artistic Game Development II. (AR 200 x. Figure Drawing. ) (IMGD 201 x. Digital Painting. ) (IMGD 401 x. Concept Art. ) IMGD 1001 2

Introduction o Introduction o "The computer artist is modern-day alchemist“ -- Matthew Omernick n Turn polygons and pixels into wondrous worlds o Sources of inspiration n Playing games! o How can make fun game if not having fun yourself? n The real world o The real world is always more interesting than anything we can make up IMGD 1001 3 Based on Foreword, Creating the Art of the Game, by Matthew Omernick

Introduction: Remember the Constraints o Year 2098, Macrosoft will release Fun. Station 3000, 14 Introduction: Remember the Constraints o Year 2098, Macrosoft will release Fun. Station 3000, 14 million terabytes of RAM, quantum-holographic drive with near infinite storage, processors at the speed of light n Game developers complain not fast enough o Game artists must be creative inside confines of technology n All disciplines: engineering, design, sound n But often constraints biggest on artist IMGD 1001 4 Based on Foreword, Creating the Art of the Game, by Matthew Omernick

Outline o The art pipeline (this deck) o Concept art o 2 D Art Outline o The art pipeline (this deck) o Concept art o 2 D Art n Animation n Tiles o 3 D Art n Modeling n Texturing n Lighting IMGD 1001 5

What's a Pipeline? o In the pipeline n Informal. in the process of being What's a Pipeline? o In the pipeline n Informal. in the process of being developed, provided, or completed; in the works; under way. (Random House) o For our purposes, the art pipeline is … n The sequence of operations required to move art assets from concept to the finished product o The Art pipeline n n Concept Creation Conversion Asset management IMGD 1001 6

What are some type of 2 D Art? IMGD 1001 7 What are some type of 2 D Art? IMGD 1001 7

Types of 2 D Art o Character art n Sprites and other pixel art Types of 2 D Art o Character art n Sprites and other pixel art o Scenery / worlds n Tiles, backgrounds, … o User Interface (UI) n Text types and fonts o Animation o Video o All these need a pipeline! IMGD 1001 8

2 D Asset Creation IMGD 1001 9 2 D Asset Creation IMGD 1001 9

2 D Pipeline (1 of 3): Concept o Sketches n Napkin-style n Detailed design 2 D Pipeline (1 of 3): Concept o Sketches n Napkin-style n Detailed design treatments n Prototypes o Animation n Flip books n Story boards IMGD 1001 10

"Napkin-style" Concept Art IMGD 1001 11

2 D UI Prototype designersnotebook. com IMGD 1001 12 2 D UI Prototype designersnotebook. com IMGD 1001 12

Paper UI Prototype boxesandarrows. com IMGD 1001 13 Paper UI Prototype boxesandarrows. com IMGD 1001 13

Flip books o Stick Fight (video) o Matrix Style (video) www. michaelspornanimation. com IMGD Flip books o Stick Fight (video) o Matrix Style (video) www. michaelspornanimation. com IMGD 1001 14

Story Boards www. royzy. co. uk accad. osu. edu IMGD 1001 15 Story Boards www. royzy. co. uk accad. osu. edu IMGD 1001 15

Story Boards for Animation gamespot. com IMGD 1001 16 Story Boards for Animation gamespot. com IMGD 1001 16

2 D Pipeline (2 of 3): Creation o Commercial / third party tools: n 2 D Pipeline (2 of 3): Creation o Commercial / third party tools: n Photoshop, The Gimp, sprite editors/creators, HTML/browsers, Flash. . . o Homegrown tools n Specialized animation systems n Tools that simulate key game features (UI layout tool, etc. ) n A game engine n… IMGD 1001 17

Example Assets for 2 D Animation (1 of 3) eberlein. org/euphoria IMGD 1001 18 Example Assets for 2 D Animation (1 of 3) eberlein. org/euphoria IMGD 1001 18

Example Assets for 2 D Animation (2 of 3) cvrpg. com IMGD 1001 19 Example Assets for 2 D Animation (2 of 3) cvrpg. com IMGD 1001 19

Example Assets for 2 D Animation (3 of 3) aniway. com IMGD 1001 20 Example Assets for 2 D Animation (3 of 3) aniway. com IMGD 1001 20

2 D Pipeline (3 of 3): Conversion o Putting the assets into the final 2 D Pipeline (3 of 3): Conversion o Putting the assets into the final form n File type conversion o Examples: PSD to TGA / JPG o Compression o Collection (zip files, pak files, etc. ) n Testing in the game n Debug / fix IMGD 1001 21

Group Exercise o Break into your project groups o At the top of a Group Exercise o Break into your project groups o At the top of a piece of paper, each person writes the o o o description (text) of a visual concept for a character/item/object in your game (3 -4 minutes) n About 1 small paragraph Rotate papers among group In the middle of the paper, draw a concept art sketch based on the text (5 minutes) Pass back to the original person Provide feedback (verbally), and briefly in text on bottom (2 -3 minutes) (Hand in) IMGD 1001 22

3 D Asset Creation IMGD 1001 23 3 D Asset Creation IMGD 1001 23

3 D Pipeline (1 of 4): Concept o Sketches n Napkin-style n Detailed design 3 D Pipeline (1 of 4): Concept o Sketches n Napkin-style n Detailed design treatments n Prototypes n Animation sketches / flipbooks n Maquettes (a small scale model) n Mockup models n Texture mockups n Architectural layout IMGD 1001 24

3 D UI Prototype lostgarden. com IMGD 1001 25 3 D UI Prototype lostgarden. com IMGD 1001 25

3 D Pipeline (2 of 4): Creation o Commercial / third party tools: n 3 D Pipeline (2 of 4): Creation o Commercial / third party tools: n Photoshop, The Gimp, sprite editors, HTML/browsers, Flash. . . n 3 D tools: 3 D Studio Max, Maya, Lightwave, Blender, Zbrush o Homegrown tools n Specialized animation systems n Tools that simulate key game features (UI layout tool, etc. ) n A game engine n Exporters / plugins IMGD 1001 26

3 D Studio Max gamedev. net IMGD 1001 27 3 D Studio Max gamedev. net IMGD 1001 27

Stages of a Model IMGD 1001 28 Stages of a Model IMGD 1001 28

3 D Pipeline (3 of 4): Texturing o Animation systems n Motion capture n 3 D Pipeline (3 of 4): Texturing o Animation systems n Motion capture n Third party tools n Homebuilt tools o Texturing systems o Shaders / surface tools o Renderers / video systems IMGD 1001 29

Texturing and Accessories garagegames. com IMGD 1001 30 Texturing and Accessories garagegames. com IMGD 1001 30

A Model, Textured zbrush IMGD 1001 31 A Model, Textured zbrush IMGD 1001 31

Character and a Skin (1 of 2) secretlair. com IMGD 1001 32 Character and a Skin (1 of 2) secretlair. com IMGD 1001 32

Character and a Skin (2 of 2) cresswells. com IMGD 1001 33 Character and a Skin (2 of 2) cresswells. com IMGD 1001 33

3 D Pipeline (4 of 4): Conversion o Export from modeling to custom formats 3 D Pipeline (4 of 4): Conversion o Export from modeling to custom formats o Putting the assets into the final form n File type conversion o PSD to TGA / JPG, for example o Compression o Collection (zip files, pak files, etc. ) n Testing in the game n Debug / fix IMGD 1001 34

Asset Management o How do you share the production process across time, space, and Asset Management o How do you share the production process across time, space, and content creators? n Source code has many tools -- "solved" n Data/Art is harder o Not easily merged o Dependencies not obvious o Relationships complex n Some commercial systems are trying n Typically a combination of: o Homegrown tools o Convention and process IMGD 1001 35