| Workflow
Ted Boardman tedb@tbmax.com
http://www.tbmax.com
I’d
like to thank Jimmy Hassell, Leonard Teo, and Margit Geil for putting
on a great 3D Festival conference in Copenhagen in May and, especially,
to say thanks to all those who were in my presentation. The conference
was an interesting mix of film and television, gaming, and architectural
sessions and participants.
It’s
always interesting to hear from a mixed crowd that each work discipline
shares many common issues with the others when it comes down to
process and workflow.
Copenhagen
is a great city to visit, a lateral city rather than a vertical
one, with many different types of neighborhoods and waterfront areas,
but minimal high-rise buildings. This was the first time I’d
been back for a real visit in about 15 years and while things have
changed somewhat, I could easily find my way around to old haunts
and places of interest.
Because
of the new bridge across the straits to Sweden I was also able to
take a train and high speed ferry to visit friends on Bornholm,
a Danish island between Sweden and Poland known for it’s smoked
and pickled fish… and cod liver oil.
All
of my travels went smoothly because I had planned ahead, which brings
me to this month’s topic. This is a synopsis of my presentation
in Copenhagen on general workflow in a visualization or animation
office. During my presentation I could see plenty of heads nodding
in agreement as I mentioned various issues that I have seen in my
travels while training 3ds max and Autodesk VIZ. Not software specific
issues, but fundamental workflow processes that affect us all.
It
would probably be impossible to implement all of the following in
an office and many of you will have already addressed the problems
to help smooth the workflow in your offices. Some of the topics
will be things that you plan to “get to” when you have
some spare time, but that spare time never seems to come.
Read
through these items in this month’s column and try to envision
how the suggestions I put forward might be implemented in your particular
workflow. Each is important in it’s own right and the more
you can make part of your daily process the smoother things will
generally go. In this era of global economic slowness, it is critical
that you are working as efficiently as possible and many of these
suggestions are essentially cost free, except for a bit of ramp
up time.
Preparation and Planning
The chain of command: Critical communication paths between those
who order the work, those who create the content, and those who
present to the client must be established with each having an understanding
of the available talent and resources.
Communications
between the client and production staff, whether that is designers
in-house or the actual client, will be something that will develop
over time and constantly evolve as the whole visualization process
matures. However, educating the client about the general process
involved in creating the visualizations can smooth these communications.
The client need not or should not know how scenes are created, but
should know what types of requests will take time and which can
be done quickly.
Letting
the in-house client sit in on a half-day, hands-on training session
with the 3D software can help them understand that there is no magic
“make art” button on the computer and give them better
insight to some of the difficulties the production staff faces.
Regular
short meetings between the production staff and the in-house “clients”
can keep each team up to date on processes that either increase
or hinder productivity from either side.
Needs
assessment and storyboarding: an important step in
productivity is determining the scope and quality of work required
to satisfy the client’s expectations within the confines of
time and budget.
Not
every job that goes out the door requires photo-realistic quality
images to communicate the important messages to the client. Developing
stages of production can avoid costly changes. For example, if details
are too high early in the design development or if complete materials
are applied to models it may focus unnecessary attention on decisions
that are better left for later.
Hand
sketch quick images of the views that will be necessary for still
images or for key frames of an animated sequence. This will help
identify problem areas before 3D production progress too far and
it is a good method of involving traditional hand renderers into
the new technology. They have a wealth of visualization experience
that should be taken advantage of.
Again,
in this time of economic woes, it is extremely important not to
be doing any more work than absolutely necessary. When the cash
is flowing freely again, then we can allow ourselves the luxury
“just model everything and we’ll choose what we want”
attitude.
Execution
Maximize
your talent and resources: determine when it makes
sense to reuse CAD data and operators and when it is better to recreate
information specifically for visualization.
The
fastest method of getting the initial job done is not the same as
the most productive method. For example, if your team only has modeling
experience in CAD, it may be the fastest because it’s what
they know, but later modeling changes or material assignments may
slow the process.
Make
sure that you have an understanding of all the tools available to
you before deciding on a production process and, with a little practice,
it will become habit to choose the right tool for the right job.
Choose
a team with both desire and talent: familiarize a
broad range of personnel with the visualization process and cultivate
a pool of artists with a strong desire to apply the extra effort
required to become proficient.
Forcing
staff to become directly involved in the visualization process leads
to bad office politics and pulls good talent from areas they can
be more productive.
Set
up a productive working environment: provide and maintain
current and powerful computer systems. Hardware is a fixed cost
item and can be passed through the office, as CAD stations, then
as clerical machines for years to come.
Do
not, however, buy new hardware as the sole method of increasing
productivity until you have mastered the art of scene optimization.
Using new hardware as a fix for poor production practices is a waste
of resources and time.
Seating,
lighting, and input devices are worth special consideration in a
visualization office. For example, providing a mouse and a tablet
at each workstation can minimize stress and injury during long work
sessions.
A clean,
stable network system for network rendering can increase production
with very little cost and maintenance.
Knowing
when to stop: focus on the elements of visualization
that will impact the output the most and leave the rest by the wayside.
Do not use the technology for the sake of the technology alone.
Upon
reaching a certain level of quality or communication value it is
important to be able to stop and move on to the next task. Perfection
is an unobtainable goal, always worth striving for up to the point
where it becomes a burden on production.
Integration
and Output
Develop
office standards: object naming conventions, material
and map libraries, and 3D object libraries are some of the standardized
areas that can greatly enhance productivity.
Object
naming cannot be stressed enough. It is more important than the
CAD layering conventions your office has developed over the years
because of the very large number of individual objects in a typical
scene.
Material
naming standards and material library organization can also help
avoid duplication of effort. Develop central depositories for maps
and basic materials that are organized by category so that all users
have easy access to a fundamental starting point to create custom
materials for projects.
Work
in layers: layers in this sense are elements such
as background walls, mid-ground furniture, or foreground details
that are based on distance from the camera or viewer.
Layers
allow you to add detail where it will communicate the necessary
information to the client while leaving it out where it will speed
rendering. Simulate geometry with maps for the background objects
while modeling the foreground.
Investigate
compositing: layers of 3D objects, as described above,
can be managed as 2D elements that can be combined and edited with
compositing software much faster and more efficiently by creating
large 3D scenes.
This
also includes the capabilities of manipulating special image elements
to modify shadows, reflections, or object color without the need
to rerender the entire 3D scene.
Cinematic
animation techniques: learn techniques of movement
used in traditional film and television work to develop animations
of short duration that are edited into a cohesive presentation.
This
will allow you to develop much small scenes with minimal camera
movement that are easy to manage and exciting and informative to
the client. Everyone wins.
Output
capabilities: predetermine file types and image resolutions
that will enable you to reuse the content in a wide array of output
types from video tape and DVD, to streaming media and websites,
to large printed still images. All scenes should be rendered to
individual still images sequences and converted to compressed animation
files as necessary.
Summary
There
are undoubtedly more processes that can be streamlined in a typical
office to speed the production in visualization, but if you can
make use of several of these suggestions it will be a good beginning.
I would
suggest starting with an office-wide naming scheme and materials
organization, then into scene optimization, i.e. only model what
you will see and make that as efficient as possible. All the while
focus on integrating a new spirit of communication between those
who order the work and those who do the work to minimize changes.
For
those offices that rely primarily on CAD as the modeling tool, start
learning what your visualization software, be it 3ds max or Autodesk
VIZ, can do in terms of flexible and efficient modeling and work
that into your production pipeline, slowly at first then onto larger
and more complex objects and scenes.
Lastly,
start to learn the possibilities of composition or the layering
of scene elements, to speed the workflow. It is not uncommon in
film and video work to combine 30 or more layers that come from
a variety of production sources into a single output image or animation.
This will work for architecture, as well.
Good
luck and have fun.
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