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Copy of Pipeline presentation

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Daniel Hagström Marthin

on 26 September 2012

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Transcript of Copy of Pipeline presentation

Shot Specific setup on a per shot basis Shot Specific setup on a per shot basis Lighting Camera Lighting Camera Quick version Eucroma pipeline Static assets Draft Modeller 2d concept
Zbrush Topology
Unwrap Shading Texture
Shading Library Game asset Film asset Dynamic assets Draft Modeller 2d concept
Zbrush Topology
Unwrap Shading Texture
Shading Film asset Game asset Animator Game animation Unwrapped Animation clips Merge Unwrap &
Texture Rig &
Mesh Character Rigger Animation rig
Game rig Just topo Optimisation Library Bufferzone Asset Static or
reference Animation & Asset Static or
reference Asset Static or
reference Sequence Placeholder assets
Rough camera timings
Generic setup (layers etc) Animation "Chase scene"
Custom exporter & importer
Playblasts Split Render Camera
updates Animation
export Track progress / QA Internal and External PR Send off nightly / bi-nightly Key components SCRUM as a platform Pitch
Treatment Skeleton
Mummy Game Film Stages of product
"completeness" Asset breakdown Translation between Pre-prod Asset breakdown Asset backlog Push vs Pull or both? build assets, film and game Where can we collaborate? Discussion Let's put it into a timelime Is the base for an initial
population of the library Set dress Set dress Beginning with a baseline population, "what we know we're going to have" steps further down can start with
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