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Blurring the Separation Between
Concept and Production
Michael Pavlovich
Sr Character Artist, Certain Affinity
Michael Pavlovich
Certain Affinity
Proving the Manual Process
●Quick High res source
with Material IDs
Rough Sketch
Refined Sketch
● Answers enough questions?
Component Modeling
● Faster Material ID
assignment and iteration
● More Precise Refining
Sketch Refine
● Answers all (or enough) form
and functionality questions
for most objects
Forms Refined
Secondary Detail
More Detail
…More Detail
● Populate your asset libary
Functionality Testing
Functionality Testing
Extrapolated
Final High Res
● High res bake model
● Material IDs applied
(polypaint or material)
●Quick Game Res with Uvs
●High Res
●High Res
●Dynamesh/Remesh
●High Res
●Dynamesh/Remesh
●Decimate
●High Res
●Dynamesh/Remesh
●Decimate
●Attract Seams by AO
●High Res
●Dynamesh/Remesh
●Decimate
●Attract Seams by AO
●UV
●Quick Map Baking
●Source Maps
● Material ID
● AO
● Curvature
● Norm Tangent
● Norm World
● Position
● Thickness
●Quick Material Assignment ●Automatic Textures
●Output Maps
● Albedo
● Roughness
● Metallic
● Cavity
● Specular
● Glossiness
Into “Engine”
Refining “Quick” in H2:A
Base Color
Pattern Intensity
Pattern Tile
Pattern Roughness
Roughness Intensity
Pattern Metallic
Metallic Intensity
Normal Intensity
Cavity Intensity
SSS Pattern Adjustment
SSS Pattern Intensity
Refining “Quick”
Quick to Automatic:
Distilling External and Internal
Tools
● Studio-wide R&D
● Ancillary tools
Distilling Tools
Utilizing Mozarts Correctly
● Automate process
● Avoid menial process task fatigue
● Avoid rocket powered shit shoveling
● Keep skilled workers doing skilled
work
● Allows for tiers of workers
Mozart Process Perception
● Highly Organized
● Process Driven
● Comfortable tools
● Comfortable process
● Makes sense (to you)
Mozart Process Reality
● Fatiguing
● Non-interruptable
● Not as fast as you think
● Huge potential for
human error
● Only works for your
assets
Tool Automation
Mozart Mechs
For Everyone
PaperMap
Asset Creation
Design Production
Engine
Blockout Massout Concept
Assembly
“Polish”
Ship It
PaperMap
Asset Creation
Design Production
Engine
Blockout Massout Concept
Assembly
“Polish”
Ship It
Concept to
Engine
Automation
High res with material IDs
Game res with UVs
Material Library Presets
Base Texture Maps
Game Textures
Game File Assembly
Houdini Voxelization
Houdini Poly Reduce
10k 5k 1k
Exploded Assets
Auto Compositing
Baking Maps
Central Materials
Central Textures
Master Graph
Custom Graph
Material
Assignment
Detail
vs
Information
vs
Diminishing
Returns
Sketch Sketch
Refine
Form
Refine
Detail
Sketch
Sketch Refine
Form Refine
Final (Auto Generated)
Final (Production)
Sketch
Sketch Refine
Form Refine
Final (Auto Generated)
Final (Production)
Concept / Asset Creation
Concept
Production
Assembly
Engine
Auto
Mation
Informed Iteration
Polish
PaperMap
Design Production
EngineBlockout Massout
Concept/Asset
Creation
Assembly
“Polish”
Ship It
Team Roles
Packaging Production
PaperMap
Design Production
EngineBlockout Massout
Concept/Asset
Creation
Assembly
“Polish”
Ship It
Assembly
Auto
Mation
High Res
Source
Library
Engine
Specific
Assembly
Game Res
Roughness
Metallic
Albedo
Cavity
Normal
Asset
Texture
Material
Engine
Pack Combo
Flip Normal Y
Scene File
Directories
Concept /
Production
PaperMap
Design Production
EngineBlockout Massout
Concept/Asset
Creation
Engine
Specific
Assembly
And
Organization
“Polish”
Ship It
● “Polish”
● Fix assets
● Remake assets
● Reuse unsuitable
assets
● Put out fires
● Memory optimization
● Put out more fires
● …make it look better,
time permitting
● Polish
● Run through the
game and make the
POI’s shine
Extrapolation, and Beyond
PaperMap
Design Production
EngineBlockout Massout
Concept/Asset
Creation
Engine
Specific
Assembly
And
Organization
Polish
Ship It
Blockout
Converter
Paper
Map
“Squishy Assets”
Tag Surfaces
Attach curves
Attach locators
Massout Playtest
Design Production
Engine
Paper Map
Blockout
Massout
Concept/Asset
Creation
Engine
Specific
Assembly
And
Organization
Polish
Ship It
Each object is a series of components with parameters
Each building is a series of components with parameters
Cardiology
Maternity Ward
Neonatal Unit
General Surgery
Cafeteria
Pharmacy
Median Patient Income
Variations Parameters
Median Staff Income
Doctors Offices
MAKE
HOSPITAL
Each level is a series of components with parameters
Range
Kill Hotspot Intensity
Spread
Fun
Teabagging Threshold
Rage Quit Propagation
Noob Accessible
Average K/D
MAKE
LEVEL
Random Seed
Addictive
QA
Monetization
Side Quest
Random Nerf
RPG
Grindey
Fantasy
Orchestral
Repetitive
MAKE GAME
Fun
Side Boob
Metacritic 72
VR Technology
The next milestone in entertainment
experience
The Global Virtual Museum
● 1% inventory showroom
● Photogrammetry objects
● Virtual environment swapping
● 99% Inventory Crowd Sourcing
●Sporting Events
●Forensic Anthropology
●Forensic Crime Scene Reconstruction
●Cold Case Files
●Off-the-path Tours
●Spelunking
●Genghis Khan
●Show / Movie Tours
THE END??
MAKE WORLD PEACE
MAKE WORLD PEACE
Launch Enterprise
Blurring the Separation Between
Concept and World Peace
Michael Pavlovich
Lieutenant Commander of the Supply Closet

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Gdc15 michael pavlovichupload

Editor's Notes

  1. These types of speed things are pretty specific to ZBrush, (beyond the scope of this agnostic pipeline demonstgration) so I'll skip that and just refer them to the online videos for further information; Keep it broad, agnostic, non-ZBrush specific (if you are fast and prefer other programs, by all means, but the basic end requirements –high res source with material IDs—stay the same)
  2. Start with a rough sketch, just like drawing
  3. Once you reach a certain point of refinement (may vary by project, artist, specific asset requirements), get it into game The good thing about 3D is that all the time 2D concept artists spend honing their craft with rendering shadows, conveying material properties, lighting, perspective, symmetry, etc… all of that is free in 3D, it’s a very small step with a few techniques that provides them another outlet for the time put in developing design, function, color theory, structure, ideas, etc… Without the time investment in polish-before-evalutation, it’s much easier to kill your babies, break something down, do it right, than “it has to be good enough because we’re out of time” First day concept students can achieve this level of work
  4. Refining and splitting as you go automatically groups subtools and allows for easy material ID assignment
  5. Make the process even faster by using / building an Asset Libary (insert mesh brushes, pre-refined models that can retain material ID information)
  6. Material Assignment and Texture Wear
  7. Material Assignment and Texture Wear
  8. Stumble on any of these steps? Can’t see it in engine? Just have presets to roll out? THAT’S OK—no point in continuing to carry buckets of water from the river just the front door canal isn’t finished—it’s still closer, and you can keep iterating and working on it. This leads into “pipeline widening and problem solving” in a nutshell: Find a bottle neck, widen it as much as possible, and iterate and refine tools to keep that water flowing—it may not fix everything, but iteration and tool development from the end of the canal is better than walking all the way back to the river. Iteration Still pretty slow, a lot of “quick” steps, but only one “automatic” step (texturing) that relied on consistent material id’s (not a big deal, but not necessarily ideal depending on the situation) However, many, many questions answered by having a somewhat refined mesh, with materials, in game
  9. Proving out the substance pipeline with custom materials -PBR game specific shader for more accurate preview -In-game cube maps for accurate HDR reflections, wear and tear, exposing parameters for the team -Custom wear, primary and secondary previews, etc...
  10. Covenant Materials: proving out custom materials based on previously defined parameters by 343 (in photoshop), extrapolating that info into a node based structure that can have exposed parameters and simplify the process for the eventual end user that bypasses all of the headache and fatigue associated with file management and process
  11. R&D done by an entire studio of artists that can be implemented studio-wide based on the best results   Using the BEST tool for the job, not the most COMFORTABLE tool—One mega Mozart made from 10 chopped up ones!   -iteration on unfinished parts add functionality and elegant solutions to finish widening the bottleneck   -Ancillary tools (don’t feel stupid about tool requests like the reference viewer)   -allowing artist to use tools that best get the job done for them (agnostic across the board as possible)
  12. -Mozarts frontload process so everybody’s a Mozart (avoid “all the assets this guy does looks awesome, too bad the game looks like shit”) -Avoid who has the best tool to shovel shit faster, instead of eliminating shit shoveling through updated workflows or offloading the legwork to a system. -Tiers of workers: junior guys bouncing around central (keep them well rounded), senior guys specializing in front loading and polish -Avoid the best artist on the team doing several months’ worth of menial tasks that could be relegated to an automated process, that’s a waste of money, and demoralizing, or polish artist’s main job being cleanup
  13. Game Res: generate from separate objects or “dynamesh”
  14. Starts with central approved material library, shared by material team through custom filter profiles, previewable using agnostic or game shaders
  15. Master graph used to house everything a central texture artist needs to distill down to a custom object graph preset
  16. Custom material selection (sorted by priority), custom wear section (with already set min/max and default presets)
  17. Exposed custom graph to player, presets already created and materials auto-filled by priority
  18. Material swapping for the end user if needed
  19. Removing the bottleneck of asset creation: -reconsider the need for incorrect re-use of
  20. Removing the bottleneck of asset creation: -reconsider the need for incorrect re-use of assets, need for strip texturing, etc…
  21. -extrapolate this bottle neck "widening" out to other bottle necks, and eventually prepare for a 1-button solution for a map! -extrapolate each object to be a series of components with parameters (make door)
  22. -extrapolate each building to be a series of components with parameters (make building)
  23. -extrapolate each level to be a series of components with parameters (make level) -level based on 2d input -john henry 6 maps, or create and pick the best from a thousand and refine from there?
  24. -extrapolate design to be a series of components with parameters (make game)   -occulus rift to explore areas, experiences, scientific collaboration, massive "correct" worlds procedurally built, based on the core concepts of rapid iteration   -john henry 6 maps, or create and pick the best from a thousand and refine from there?
  25. -extrapolate design to be a series of components with parameters (make game)   -occulus rift to explore areas, experiences, scientific collaboration, massive "correct" worlds procedurally built, based on the core concepts of rapid iteration   -john henry 6 maps, or create and pick the best from a thousand and refine from there?
  26. -extrapolate design to be a series of components with parameters (make game)   -occulus rift to explore areas, experiences, scientific collaboration, massive "correct" worlds procedurally built, based on the core concepts of rapid iteration   -john henry 6 maps, or create and pick the best from a thousand and refine from there?