imgd 1001: the game art pipelineimgd1001/a08/slides/imgd1001_07_artpipel… · 1 imgd 1001: the...

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1 IMGD 1001: The Game Art Pipeline by Mark Claypool ([email protected]) Robert W. Lindeman ([email protected]) Claypool & Lindeman - WPI, CS & IMGD 2 Artistic Courses AR 1100. ESSENTIALS OF ART. This course provides an introduction to the basic principles of two and three- dimensional visual organization. The course focuses on graphic expression, idea development, and visual literacy. Students will be expected to master basic rendering skills, perspective drawing, concept art, and storyboarding through both traditional and computer-based tools. AR 1101. DIGITAL IMAGING AND COMPUTER ART. This course focuses on the methods, procedures and techniques of creating and manipulating images through electronic and digital means. Students will develop an understanding of image alteration. Topics may include color theory, displays, modeling, shading, and visual perception. AR 3000. THE ART OF ANIMATION. This course examines the fundamentals of computer generated 2D and 3D modeling and animation as they apply to creating believable characters and environments. Students will learn skeletal animation and traditional polygonal animation, giving weight and personality to characters through movement, environmental lighting, and changing mood and emotion. Students will be expected to master the tools of 3D modeling and skinning, and scripting of behaviors.

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Page 1: IMGD 1001: The Game Art Pipelineimgd1001/a08/slides/imgd1001_07_ArtPipel… · 1 IMGD 1001: The Game Art Pipeline by Mark Claypool (claypool@cs.wpi.edu) Robert W. Lindeman (gogo@wpi.edu)

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IMGD 1001:The Game Art Pipeline

byMark Claypool ([email protected])Robert W. Lindeman ([email protected])

Claypool & Lindeman - WPI, CS & IMGD 2

Artistic CoursesAR 1100. ESSENTIALS OF ART.This course provides an introduction to the basic principles of two and three-dimensional visual organization. The course focuses on graphic expression, idea development, and visual literacy. Students will be expected to master basic rendering skills, perspective drawing, concept art, and storyboarding through both traditional and computer-based tools.

AR 1101. DIGITAL IMAGING AND COMPUTER ART.This course focuses on the methods, procedures and techniques of creating and manipulating images through electronic and digital means. Students will develop an understanding of image alteration. Topics may include color theory, displays, modeling, shading, and visual perception.

AR 3000. THE ART OF ANIMATION.This course examines the fundamentals of computer generated 2D and 3D modeling and animation as they apply to creating believable characters and environments. Students will learn skeletal animation and traditional polygonal animation, giving weight and personality to characters through movement, environmental lighting, and changing mood and emotion. Students will be expected to master the tools of 3D modeling and skinning, and scripting of behaviors.

Page 2: IMGD 1001: The Game Art Pipelineimgd1001/a08/slides/imgd1001_07_ArtPipel… · 1 IMGD 1001: The Game Art Pipeline by Mark Claypool (claypool@cs.wpi.edu) Robert W. Lindeman (gogo@wpi.edu)

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Claypool & Lindeman - WPI, CS & IMGD 3

Introduction"The computer artist is modern-day alchemist"

(Creating the Art of the Game, by Matthew Omernick)

Turn polygons and pixels into wondrous worlds

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

Claypool & Lindeman - WPI, CS & IMGD 4

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

Game 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

Page 3: IMGD 1001: The Game Art Pipelineimgd1001/a08/slides/imgd1001_07_ArtPipel… · 1 IMGD 1001: The Game Art Pipeline by Mark Claypool (claypool@cs.wpi.edu) Robert W. Lindeman (gogo@wpi.edu)

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Claypool & Lindeman - WPI, CS & IMGD 5

OutlineThe art pipelineConcept art2D Art

AnimationTiles

3D ArtModelingTexturingLighting

Claypool & Lindeman - WPI, CS & IMGD 6

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 purposesThe sequence of operations required to move art assets from concept to the finished product

The Art pipeline2D: Concept, Creation, Conversion3D: Concept, Creation (modeling, texturing, lighting), ConversionAsset management

Page 4: IMGD 1001: The Game Art Pipelineimgd1001/a08/slides/imgd1001_07_ArtPipel… · 1 IMGD 1001: The Game Art Pipeline by Mark Claypool (claypool@cs.wpi.edu) Robert W. Lindeman (gogo@wpi.edu)

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Claypool & Lindeman - WPI, CS & IMGD 7

Types of 2D ArtThese are created with tools:

User Interface (UI)Sprites, tiles, and other pixel artType and fonts

These need a pipeline:Character artScenery / worldsCharactersAnimationVideo

Claypool & Lindeman - WPI, CS & IMGD 8

2D Asset Creation

Page 5: IMGD 1001: The Game Art Pipelineimgd1001/a08/slides/imgd1001_07_ArtPipel… · 1 IMGD 1001: The Game Art Pipeline by Mark Claypool (claypool@cs.wpi.edu) Robert W. Lindeman (gogo@wpi.edu)

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Claypool & Lindeman - WPI, CS & IMGD 9

2D Pipeline (1 of 3): ConceptSketches

Napkin-styleDetailed design treatmentsPrototypes

Claypool & Lindeman - WPI, CS & IMGD 10

"Napkin-style" Concept Art

Page 6: IMGD 1001: The Game Art Pipelineimgd1001/a08/slides/imgd1001_07_ArtPipel… · 1 IMGD 1001: The Game Art Pipeline by Mark Claypool (claypool@cs.wpi.edu) Robert W. Lindeman (gogo@wpi.edu)

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Claypool & Lindeman - WPI, CS & IMGD 11

2D UI Prototype

designersnotebook.com

Claypool & Lindeman - WPI, CS & IMGD 12

Paper UI Prototype

boxesandarrows.com

Page 7: IMGD 1001: The Game Art Pipelineimgd1001/a08/slides/imgd1001_07_ArtPipel… · 1 IMGD 1001: The Game Art Pipeline by Mark Claypool (claypool@cs.wpi.edu) Robert W. Lindeman (gogo@wpi.edu)

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Claypool & Lindeman - WPI, CS & IMGD 13

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

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

Homegrown toolsSpecialized animation systemsTools that simulate key game features (UI layout tool, etc.)The game engine

Claypool & Lindeman - WPI, CS & IMGD 14

Assets for 2D Animation (1 of 3)

eberlein.org/euphoria

Page 8: IMGD 1001: The Game Art Pipelineimgd1001/a08/slides/imgd1001_07_ArtPipel… · 1 IMGD 1001: The Game Art Pipeline by Mark Claypool (claypool@cs.wpi.edu) Robert W. Lindeman (gogo@wpi.edu)

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Claypool & Lindeman - WPI, CS & IMGD 15

Assets for 2D Animation (2 of 3)

cvrpg.com

Claypool & Lindeman - WPI, CS & IMGD 16

Assets for 2D Animation (3 of 3)

aniway.com

Page 9: IMGD 1001: The Game Art Pipelineimgd1001/a08/slides/imgd1001_07_ArtPipel… · 1 IMGD 1001: The Game Art Pipeline by Mark Claypool (claypool@cs.wpi.edu) Robert W. Lindeman (gogo@wpi.edu)

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Claypool & Lindeman - WPI, CS & IMGD 17

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

File type conversionPSD to TGA / JPG, for exampleCompressionCollection (zip files, pak files, etc.)

Testing in the gameDebug / fix

Claypool & Lindeman - WPI, CS & IMGD 18

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 groupIn 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)

Page 10: IMGD 1001: The Game Art Pipelineimgd1001/a08/slides/imgd1001_07_ArtPipel… · 1 IMGD 1001: The Game Art Pipeline by Mark Claypool (claypool@cs.wpi.edu) Robert W. Lindeman (gogo@wpi.edu)

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Claypool & Lindeman - WPI, CS & IMGD 19

3D Asset Creation

Claypool & Lindeman - WPI, CS & IMGD 20

3D Pipeline (1 of 4): ConceptSketches

Napkin-styleDetailed design treatmentsPrototypesMaquettesAnimation sketches / flipbooksMockup modelsTexture mockupsArchitectural layout

Page 11: IMGD 1001: The Game Art Pipelineimgd1001/a08/slides/imgd1001_07_ArtPipel… · 1 IMGD 1001: The Game Art Pipeline by Mark Claypool (claypool@cs.wpi.edu) Robert W. Lindeman (gogo@wpi.edu)

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Claypool & Lindeman - WPI, CS & IMGD 21

3D UI Prototype

lostgarden.com

Claypool & Lindeman - WPI, CS & IMGD 22

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

Homegrown toolsSpecialized animation systemsTools that simulate key game features (UIlayout tool, etc.)The game engineExporters / plugins

Page 12: IMGD 1001: The Game Art Pipelineimgd1001/a08/slides/imgd1001_07_ArtPipel… · 1 IMGD 1001: The Game Art Pipeline by Mark Claypool (claypool@cs.wpi.edu) Robert W. Lindeman (gogo@wpi.edu)

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Claypool & Lindeman - WPI, CS & IMGD 23

3D Studio Max

gamedev.net

Claypool & Lindeman - WPI, CS & IMGD 24

Stages of a Model

Page 13: IMGD 1001: The Game Art Pipelineimgd1001/a08/slides/imgd1001_07_ArtPipel… · 1 IMGD 1001: The Game Art Pipeline by Mark Claypool (claypool@cs.wpi.edu) Robert W. Lindeman (gogo@wpi.edu)

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Claypool & Lindeman - WPI, CS & IMGD 25

3D Pipeline (3 of 4): TexturingAnimation systems

Motion captureThird party toolsHomebuilt tools

Texturing systemsShaders / surface toolsRenderers / video systems

Claypool & Lindeman - WPI, CS & IMGD 26

Texturing and Accessories

garagegames.com

Page 14: IMGD 1001: The Game Art Pipelineimgd1001/a08/slides/imgd1001_07_ArtPipel… · 1 IMGD 1001: The Game Art Pipeline by Mark Claypool (claypool@cs.wpi.edu) Robert W. Lindeman (gogo@wpi.edu)

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Claypool & Lindeman - WPI, CS & IMGD 27

A Model, Textured

zbrush

Claypool & Lindeman - WPI, CS & IMGD 28

Character and a Skin (1 of 2)

secretlair.com

Page 15: IMGD 1001: The Game Art Pipelineimgd1001/a08/slides/imgd1001_07_ArtPipel… · 1 IMGD 1001: The Game Art Pipeline by Mark Claypool (claypool@cs.wpi.edu) Robert W. Lindeman (gogo@wpi.edu)

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Claypool & Lindeman - WPI, CS & IMGD 29

Character and a Skin (2 of 2)

cresswells.com

Claypool & Lindeman - WPI, CS & IMGD 30

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

File type conversionPSD to TGA / JPG, for exampleCompressionCollection (zip files, pak files, etc.)

Testing in the gameDebug / fix

Page 16: IMGD 1001: The Game Art Pipelineimgd1001/a08/slides/imgd1001_07_ArtPipel… · 1 IMGD 1001: The Game Art Pipeline by Mark Claypool (claypool@cs.wpi.edu) Robert W. Lindeman (gogo@wpi.edu)

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Claypool & Lindeman - WPI, CS & IMGD 31

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

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

Not easily mergedDependencies not obviousRelationships complex

Some commercial systems are tryingTypically a combination of:

Homegrown toolsConvention and process