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6 Steps to 3D Projects at monkey3media

Posted on: 09-24-2010 Posted in: monkeyblog

There is a lot of work that goes into producing 3D imagery and animation. Scenes can take days, weeks or even months to prepare and setup ready to start producing even the most basic of 3D imagery/renders. Which is why it is vital to have a process in place to make sure a project is continually moving along and unnecessary work isn’t being done because of miscommunication.

This process is also part of the reason I can meet tight deadlines and produce the high quality images and animation that I do.

Although every project is unique I tend to place projects into these categories… Architectural Visualisation, Product Visualisation and general 3D Illustration and graphics. But no matter what category the project is in, each has a very similar process. And it’s good for all those involved to know what that process is, especially the client!

So, I thought it would be a good idea to break the process I use down into 6 steps for current clients and any potential or future clients to be able to see and understand my workflow. Why 6? Well it just worked out that way!

STEP 01 – Initial Meeting/Project Discussion

I say discussion because some of my clients I have never met face to face, although I try to, sometimes it’s a little tricky when they are on the other side of the country or planet. This process, and the internet, enable me to be able to work ‘remotely’ so to speak.

In this meeting I will ask for information about the project so as to get an understanding of the size and scope that will be covered. Then finally, I ask the client what THEY need from me. Sure, I will offer my ideas and maybe alternatives but there are a lot of ‘whizz, bang, wow’ things (all technical terms, haha) that I can do but without an understanding of what a client wants, it’s pointless offering the ‘Avatar’ version of their project when all they wanted and could afford was the ‘Toy Story’ version.

Then it’s a matter of getting as much information as possible on the project. Things like concepts, technical drawings, materials/finishes, the more detail provided the more detail can go into your 3D imagery or animation.

For the examples below I’m using images from an Architectural Visualisation project I did, but like I have said, the process applies to Product Visualisation and most other 3D Illustration work I do.

STEP 02 – Basic 3D Model

Some clients, especially if this is their first time working with a 3D Studio, start to panic a little when they see the first ‘test’ renders of their project. They aren’t the prettiest, basic flat gray finishes without any substantial lighting. There is no real detail at this point, just the bare bones.

These ‘test’ renders are to make sure I’m heading in the right direction and to get some of the basics signed off without the sometimes overwhelming detail that is to come in the next steps. At this point we want to make sure the camera view is right or camera path of an animation moves the way we want (so I only add detail to the areas that will be seen) and key elements of the design are as the client thought they should be. It’s surprising just how different something can look in 3D as opposed to the initial 2D plan and elevations or concept sketch.

Client feedback is key to getting things done quickly and correctly throughout this whole process, so being able to isolate the focus on particular elements of the 3D imagery as we move along can help to avoid confusion or even missing those little things because there is too much to look at all at once.

STEP 03 – Adding the Lighting and Finishes

So far so good, now we can start adding in some of the detail.

Lighting is very important, whether it’s a product in a softly lit studio, an interior with the sun streaming in or even a moonlit night scene, the right lighting can bring an image or animation to life, so it’s important to get it right from the start.

At this point I’ll also start texturing the main elements of the scene, adding the right finishes to the walls, the carpet with the proposed pattern or even the fire engine red car paint to the concept product. I’ll also look at adding a few larger items of detail eg. large furniture or cars etc.

Again client feedback comes in and once I get the ‘thumbs up’ I move onto the next step…

STEP 04 – The Finer Details

Now that the project is coming to life and the client can see they aren’t going to be getting a gray image with box furniture, like in Step 01, for their final product. I can now start adding in some of those things that make the 3D imagery/animation come to life… the clutter!

Sure I could produce a product that looks near perfect but that’s not how things are in real life, in order to make something look real I need to make the scene look lived in and less sterile (unless of course that’s what the client wants), which means adding in the clutter or finer details. Those things that are always there but most of the time we don’t notice them (or is that just a guy thing?) things like books on shelves, food on a bench, plants and trees and sometimes even those little flaws or details in furniture like creases or scratches. Nothing too drastic so your product looks like it has had a family of 12 living in it or it’s been run over in the driveway half a dozen times but just enough to look, well, realistic.

Once again client feedback at this point will be focused on these new details that I’ve added because everything else was given the ‘OK’ in the previous steps.

STEP 05 – Final Product and Post Production

On the home stretch now.

Depending on the final output, this part can take quite a while. To give you an idea, a project that needs an image for basic print like a magazine or brochure could take anywhere from 40mins – 4 hours for the computers to do their thing and render out the image (depending on the detail in the scene). Then a render that needs to be printed larger, like one I did recently for a wall mural in a media room, can take anywhere from 10-24 hours or more.

For an animation it’s a little different, I try to keep the time per frame fairly low (since an animation is simply a sequence of images played one after another at about 25 frames per second). I have never had a client who has had the time for their project to give this final step 2 months to produce the final animation. (Here is the rough calculation: 1 min animation is  1500 frames: render time at say 60mins per frame would be 62.5 days of rendering 24/7) Of course if the budget is there, the scene can be sent to a Render Farm and be completed in a fraction of the time. But in most cases we are all watching the dollar in our projects right?!

So keeping the frame times down will give a realistic time for the project to be completed. Once I start this stage I can’t make any other changes without have to stop and start all over again, you could imagine watching your final product and having elements magically turning into something else because it was changed half way through the rendering process.

Now as good as the 3D software is that I use, it doesn’t always give me the final look I’m after. So instead of spending hours trying to tweak and test I’ll take the image or animation and make those changes in post production software like Photoshop or Fusion for example. That’s where I can give it the finesse and the unique look that makes the project stand out and be noticed.

STEP 06 – It’s all over, until next time…

Then comes delivery of the project. At this point my fingers are crossed that the client is happy with everything I have done (track record so far has no complaints and very happy clients!) and I like to have a quick chat about the project and how I felt it went and how they felt it went. Just to make sure future projects run smoothly and any hiccups that may have happened along the way don’t happen again.

So that is how I like to run my projects and so far it’s working very well. I take feedback from clients on the process and I’m always on the look out for tools and processes that can make it better.
I hope this has helped with your understanding of my workflow and the 3D process in general.

Feel free to leave you thoughts or ideas to help make the process better.
Or better yet, if you have a project coming up that you think could use my help please get in touch!

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