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Complete Guide to the 3D Pipeline #1: Blocking-out
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This article is for beginners looking to become 3D artists. By the time you finish reading, you will know how to gather references, the main points of blocking, and the danger of parallel lines. A careful study of the text will take about 10 minutes.
This is the second part of the AAA pipeline series. Here are links to all six. Choose the one you need:
A blockout is a simplified model made from basic shapes. A well-made blockout differs little from the final model. There are no details such as small elements, damage, or textures on it. However, in the end, all the large and medium forms remain unchanged.
Blocking-out and texturing are the most artistically involved of all pipeline stages since the rest are responsible for technically preparing models for a game. The blocking-out determines how clear and attractive the whole project will be. If the blockout looks obscure, it’s better to redo it to avoid problems later.
Briefly speaking, there are two essential phases of bloking-out:
In practice, it’s a little bit more complicated, as you can’t start modeling without preparation.
First, understand what you are going to create. Then collect references — photos, videos, and pictures of this object or similar one. Take some time to comprehend the composition, mechanics, and transitions between elements. After this, you are ready to start blocking and finish the whole process with detailing.
A bad guide would just tell you that, and wish you good luck on the path. Luckily, it’s an excellent guide. So, let’s dive deeper and take a look at each step!
References are the key to understanding design. You can even estimate the quality as a skill multiplied by the number of references. It is impossible to create something adequate with this step missing.
⦿ Photos are not something we need to explain, though you want these to make your model lifelike. Also, it is the first reference you should look at because any drawing is subjective.
⦿ Concept art is a drawing of a future model approved by the art director and game designers. It shows an object from different sides and illustrates some particular elements. If you work in a big studio, there are concept designers responsible for this type of reference. Otherwise, you may want to draw it yourself.
⦿ Works of other artists are a great help because you are rarely the first one to do something. It is always helpful to look at other professionals' paths in modeling similar stuff to notice some pitfalls.
⦿ Mechanical components help to understand how an object works. For instance, you might need them when creating complicated machinery, robots, or vehicles.
⦿ Materials examples are useful for envisioning an object's future textures. Since you are using real-world references, you don’t need to invent them yourself!
⦿ Roughness and wear references are needed to determine the damage pattern suitable for the object. Without these, you must gain a degree in Materials science to design the rust appropriately.
The main thing you shouldn’t do is to keep all the references in one folder. This way, you won’t be able to find the necessary ones when the time comes. To prevent it, organize your collection using one of these approaches:
So, you’ve gathered and cataloged the references. Great! Yet it is still too early to start modeling. There is no sense in just collecting images; now you need to get useful information and understand precisely what you are going to create. Consider this:
All models comprise basic shapes — rectangles, spheres, and cylinders. Determine which large forms your future model includes. Comprehend the mechanics of the object and decide which parts to highlight. Figure out how the model works and how its elements attach and interact with each other.
There are things whose size everyone will recall — usually something a human would interact with often. It might be a ladder, a pistol trigger, a chair, or the front door. Such objects make the scale clear to the player.
Examine your references and pick the ones with the best hues. You can even use images of something totally unrelated to your model but with suitable colors. Ultimately, choose three or four colors from both cold and warm palettes, which you will use for the model.
Finally, it’s time to make some polygons. Start with the biggest shapes and consider proportions, scales, and object mechanics. You should end up with the unmistakable silhouette of the model.
Blocking an average model should take you at most 40 minutes. If you commit more time to this step, you probably focus on things that do not affect the silhouette. That is, you won’t cope with the pipeline standards.
This step aims to make the model more realistic. To achieve that, you must fully work out mechanics, and transitions between elements and add necessary details. Then the model will look not only believable but also enjoyable.
The detailing is also a great opportunity to distribute colors over the model to understand its final appearance better. It helps specify accents and work out the palette before texturing. But don’t even think about mesh issues. There is an entire stage to resolve them. Worrying about the mesh at this step is a waste of time.
When the detailing is over, it is time to review the blockout. If it turns out unclear, the final model will also be the same. In that case, you need to redo the work before moving to the next stage since fixing it later in development is impossible. Get in the habit of doing a decent blockout, even if it takes longer than you planned.
The checklist to make sure you have done well:
The blockout is good if you answered “yes” to all questions.
There are two options here, depending on the objectives:
Remember, the most common beginner's mistake is to start modeling just after imagining the final result without preparation and understanding how the model works. An inexperienced 3D artist creates tiny details first and then goes to the bigger parts. As a result, they have exceptionally detailed car lights, wrong proportions, and no time left to finish the project. The proper approach is to start with big shapes by creating a blockout.
When you’re ready for the next stage of the pipeline, feel free to go further and become a 3D artist with our complete guide:
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Based on the material by XYZ Network
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