Introduction: Introduction Remember the...

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1 IMGD 1001: The Game Art Pipeline (Visual) Art Courses AR 1100. Essentials of Art. AR 1101. Digital Imaging and Computer Art. IMGD/AR 2101. 3D Modeling. IMGD/AR 2200. The Art of Animation. IMGD 2005. Machinima. IMGD 1001 2 IMGD 3500. Artistic Game Development I. IMGD 4500. Artistic Game Development II. (AR 200x. Figure Drawing.) (IMGD 201x. Digital Painting.) (IMGD 401x. Concept Art.) Introduction "The computer artist is modern-day alchemist“ -- Matthew Omernick Turn polygons and pixels into wondrous worlds IMGD 1001 3 Sources of inspiration Playing games! How can make fun game if not having fun yourself? The real world The real world is always more interesting than anything we can make up Based on Foreword, Creating the Art of the Game, by Matthew Omernick Introduction: Remember the Constraints Year 2098, Macrosoft will release FunStation 3000, 14 million terabytes of RAM, quantum-holographic drive with near infinite storage, processors at the speed of light IMGD 1001 4 speed of light Game developers complain not fast enough Game artists must be creative inside confines of technology All disciplines: engineering, design, sound But often constraints biggest on artist Based on Foreword, Creating the Art of the Game, by Matthew Omernick Outline The art pipeline (this deck) Concept art 2D Art Animation IMGD 1001 5 Animation Tiles 3D Art Modeling Texturing Lighting What's a Pipeline? In the pipeline Informal. in the process of being developed, provided, or completed; in the works; under way. (Random House) For our purposes, the art pipeline is … IMGD 1001 6 For our purposes, the art pipeline is … The sequence of operations required to move art assets from concept to the finished product The Art pipeline Concept Creation Conversion Asset management

Transcript of Introduction: Introduction Remember the...

Page 1: Introduction: Introduction Remember the Constraintsweb.cs.wpi.edu/~imgd1001/a10/slides/ArtPipeline.pdf · 2010-09-09 · 6 A Model, Textured IMGD 1001 31 zbrush Character and a Skin

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IMGD 1001:The Game Art Pipeline

(Visual) Art CoursesAR 1100. Essentials of Art.AR 1101. Digital Imaging and Computer Art.IMGD/AR 2101. 3D Modeling.IMGD/AR 2200. The Art of Animation. IMGD 2005. Machinima.

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IMGD 3500. Artistic Game Development I.IMGD 4500. Artistic Game Development II.(AR 200x. Figure Drawing.)(IMGD 201x. Digital Painting.)(IMGD 401x. Concept Art.)

Introduction"The computer artist is modern-day alchemist“-- Matthew Omernick

Turn polygons and pixels into wondrous worlds

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Sources of inspirationPlaying games!

How can make fun game if not having fun yourself?

The real worldThe real world is always more interesting than anything we can make up

Based on Foreword, Creating the Art of the Game, by Matthew Omernick

Introduction:Remember the Constraints

Year 2098, Macrosoft will release FunStation 3000, 14 million terabytes of RAM, quantum-holographic drive with near infinite storage, processors at the speed of light

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speed of lightGame developers complain not fast enough

Game artists must be creative inside confines of technology

All disciplines: engineering, design, soundBut often constraints biggest on artist

Based on Foreword, Creating the Art of the Game, by Matthew Omernick

OutlineThe art pipeline (this deck)Concept art2D Art

Animation

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AnimationTiles

3D ArtModelingTexturingLighting

What's a Pipeline?In the pipeline

Informal. in the process of being developed, provided, or completed; in the works; under way. (Random House)

For our purposes, the art pipeline is …

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For our purposes, the art pipeline is …The sequence of operations required to move art assets from concept to the finished product

The Art pipelineConceptCreationConversionAsset management

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What are some type of 2D Art?

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Types of 2D ArtCharacter art

Sprites and other pixel art

Scenery / worldsTiles, backgrounds, …

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g

User Interface (UI)Text types and fonts

AnimationVideoAll these need a pipeline!

2D Asset Creation

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2D Pipeline (1 of 3): ConceptSketches

Napkin-styleDetailed design treatmentsPrototypes

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AnimationFlip booksStory boards

"Napkin-style" Concept Art

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2D UI Prototype

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designersnotebook.com

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Paper UI Prototype

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boxesandarrows.com

Flip booksStick Fight (video)Matrix Style (video)

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Story Boards

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accad.osu.edu

www.royzy.co.uk

Story Boards for Animation

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gamespot.com

2D Pipeline (2 of 3): CreationCommercial / third party tools:

Photoshop, The Gimp, sprite editors/creators, HTML/browsers, Flash...

Homegrown tools

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gSpecialized animation systemsTools that simulate key game features (UI layout tool, etc.)A game engine…

Example Assets for 2D Animation (1 of 3)

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eberlein.org/euphoria

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Example Assets for 2D Animation (2 of 3)

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cvrpg.com

Example Assets for 2D Animation (3 of 3)

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aniway.com

2D Pipeline (3 of 3): ConversionPutting the assets into the final form

File type conversionExamples: PSD to TGA / JPGCompressionCollection (zip files pak files etc )

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Collection (zip files, pak files, etc.)Testing in the gameDebug / fix

Group ExerciseBreak into your project groupsAt the top of a piece of paper, each person writes the description (text) of a visual concept for a character/item/object in your game (3-4 minutes)

About 1 small paragraph

Rotate papers among group

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p p g g pIn the middle of the paper, draw a concept art sketch based on the text (5 minutes)Pass back to the original personProvide feedback (verbally), and briefly in text on bottom (2-3 minutes)(Hand in)

3D Asset Creation

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3D Pipeline (1 of 4): ConceptSketches

Napkin-styleDetailed design treatmentsPrototypesA i i k h / fli b k

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Animation sketches / flipbooksMaquettes (a small scale model)Mockup modelsTexture mockupsArchitectural layout

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3D UI Prototype

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lostgarden.com

3D Pipeline (2 of 4): CreationCommercial / third party tools:

Photoshop, The Gimp, sprite editors, HTML/browsers, Flash...

3D tools: 3D Studio Max, Maya, Lightwave, Blender, Zbrush

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Homegrown toolsSpecialized animation systemsTools that simulate key game features (UI layout tool, etc.)A game engineExporters / plugins

3D Studio Max

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gamedev.net

Stages of a Model

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3D Pipeline (3 of 4): TexturingAnimation systems

Motion captureThird party toolsHomebuilt tools

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Texturing systemsShaders / surface toolsRenderers / video systems

Texturing and Accessories

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garagegames.com

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A Model, Textured

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zbrush

Character and a Skin (1 of 2)

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secretlair.com

Character and a Skin (2 of 2)

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cresswells.com

3D Pipeline (4 of 4): ConversionExport from modeling to custom formatsPutting the assets into the final form

File type conversionPSD to TGA / JPG, for example

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CompressionCollection (zip files, pak files, etc.)

Testing in the gameDebug / fix

Asset ManagementHow do you share the production process across time, space, and content creators?

Source code has many tools -- "solved"Data/Art is harder

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Data/Art is harderNot easily mergedDependencies not obviousRelationships complex

Some commercial systems are tryingTypically a combination of:

Homegrown toolsConvention and process