Modelling pipelines

It has been a while since I had time to post about all the things I wanted to so now I am trying to catch up.
I had to work on modelling and animation pipelines for a game over the last few weeks, and while it has not had the results I wanted, I am okay with the pipeline itself as it did work well.
The pipeline was used for making models and animations for a small game, which had a top down or isometric view. This meant that the back of things had to look good, and the top, but the front and sides where never so close to a camera where not needing to be super in depth.
However, just because the modelling is not too difficult does not mean the animation side is easy by any means. (Digitaltutorscom, 2014) says that “Unlike animation in a movie where the animator doesn’t need to worry about how it will look from a side view or from behind, creating animations for games need to look good from any angle. For instance, when implementing the principle of arcs into an animation, the animator needs to ensure the character is following nice smooth arcing motions from any camera angle.”
(Dunlop, 2014) says this about game animations “…The movement of the player character and the NPC’s are rarely simple strings of keyframes, instead the game blends a variety of smaller animations together at run-time.”
They also have an image to show the basic idea of the pipeline they suggest to do with creating animations for games. Game_Pipeline.PNG
To this end I had to make sure each of my animations could blend together well, though it was difficult due to the lack of communication and feedback from the game designers and programmers working on the project.
The basic pipeline I used was this.
First step was to plan everything and work out the times everything needed to be done by. I then created an asset list and an animation list for the assets.
After that the concept art started to be created, and once finalized we moved to modelling, then Unwrapping, skinning and rigging, animating and the final thing was textures. While each thing did take longer then it seems here, it was also really fast as time constraints where pushed back by some things being late.
I have added some pictures of each stage aside from the animated stage as that would take a video and its more shoddy then I want anyone to see.151103_Model_Sheet_04 Render_Large_NotxLarge_cap_Skel_01Large_Cap_01  Redner_Small_NoTX Small_Cap_Skel_01 Small_Cap_01


. (2014). Digital-Tutors Blog. Retrieved 30 November, 2015, from

Dunlop, R. (2014). Production Pipeline Fundamentals for Film and Games. Burlington: Focal Press.


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