The 3D Production Pipeline as explained by a student.
- Savannah Edwards

- Mar 1, 2018
- 7 min read
Updated: Mar 2, 2018

(Andy Beane's infographic explanation of the 3D Production Pipeline. )
“A 3D animation production pipeline is a group of people, hardware, and software aligned to work in a specific sequential order to create a 3D animation product or asset.” - Andy Beane 2012
Behind every animated piece there is a lengthy process that is followed in order to make the final product as appealing and flowing to the audience, this process is often referred to as a ‘production pipeline’. I am here to inform you of what goes on behind the scenes of a 3D animated piece, the 3D production pipeline. The production pipeline is broken up into three main phases then their various respective sub-stages:
PHASE 1: Pre-Production (the cake recipe):

This is the initial phase where ideas are generated and explained. It mainly involves planning, roughing out a story and deciding on a budget. Like the instructions and lists in a recipe it provides a solid structure and foundation to build upon. Here we have the initial idea, the pitch, solidifying the story, storyboarding, the animatic (the plans for shots and the storyboard compiled into rough film), then further design to finalise the asset designs and environment.
PHASE 2: Production (mixing and baking the cake ):

Provided that pre-production was successful and well thought out, the material is handed over to the artists to breathe life into. “This stage is where all of the final visual elements of a 3D animation project are created.” (Beane, 2012) This is like mixing and baking a cake, finding the right ingredients and following the recipe as well as one can. As production is main component in the production pipeline, I'd like to explain each step a bit further.
3D Modelling:

In the 3D modelling stage, the asset designs are recreated from their sketches into 3D models using various available programs (Maya, Blender, AutoCad, 3DS Max, Cinema 4D , etc.). In the modelling stage of a production, modellers are often "...split into two or more departments." (Gulati, 2010). Modeller's are often split depending on their speciality, particularly organic modellers and hard-surface modellers. Organic modellers tend to work on creatures and people while hard-surface modellers work on assets such as vehicles, buildings, weapons and more industrial objects.
There are 2 kinds of models that are often used: NURBS (non-uniform rational B-spline) - which is commonly utilised for engineering and car design - and Polygonal - which is used in animation, film and games . In polygonal modelling, assets/models are made up of a mesh. In this mesh, parts such as: vertices, edges, faces, surfaces are used to modify the appearance of the mesh.
You can find a video regarding Geometric Theory for 3D modelling here .
UV Mapping:

The objective of UV mapping is to prepare the model mesh for the next
stage: Texturing. "UVs are two-dimensional texture coordinates... [they] exist to define a two-dimensional texture coordinate system, called UV texture space." (Autodesk, 2014). UVs are a precarious but crucial part in the 3D production pipeline as it is "...the link between a surface mesh and how an

image texture is applied onto that surface." (Pluralsight, 2014). Ergo, if UV mapping isn't done well, a well modelled asset can look rather unsightly.
Within every 3D modelling application a UV editor is provided to "unfold" and alter the UVs for your asset. As explained earlier there are vertices, edges, faces and surfaces in every polygonal model. In accordance with your model, each face/polygon is bonded with a face on the UV map. A more detailed explanation may be found here.
Materials, Textures and Shaders:

In Provided that UV mapping is done well, materials, textures and shaders when applied to the model can bring the model to life. Applying materials, textures and shaders are done in the direction of making the model appear more believable and "realistic". According to Unity Materials define the way in which a surface should be rendered "....by including references to the Textures it uses, tiling information, colour tints and more." (Unity, 2017) Shaders contain the calculation necessary for obtaining the colour for the pixels rendered. Shaders work with the input of lighting, determining the way light reflects and how the object absorbs light. Textures are flat image bitmaps that "wrap" around the asset to make it appealing. Textures are usually presented in a format called an "unmap", it "...shows you exactly how a flat texture will wrap back around a model." (Geig, 2013).
Rigging:

After finishing with the aesthetics of the asset, it is ready to be prepared for animation. To put it simply, 3D rigging is the procedure where a skeleton is created and bound to the mesh of an asset so that it may be manipulated in animation. "Like a real skeleton, a rig is made up off joints and bones, each of which act as a 'handle' that animators can use to bend the character into the desired pose." (Slick, 2018). Majority of 3D programs organise asset information into a hierarchy. This organisational system helps us form a logical order the bones and joints follow ( "...the first joint you place is called the root joint. Every subsequent joint will be connected to the root either directly, or indirectly through another joint." [Slick, 2018]).
The video below provides a concise explanation of rigging by one of Pixar's rigging directors:
Animation:

This is the stage where animators are in charge of making the rigged model perform and act. Here is where animators apply animation principles to make the character or asset seem believable and alive to the audience. "Character animators must understand weight and timing but also be able to provide a physical acting performance..." (Beane, 2012). There are three kinds of techniques to move the rig that an animator can utilise: hand-keyframed animation - where the rig is posed by the animator with no rules and sets keyframes for each pose, procedural animation - whereby a set of rules is written out by a programmer thus the rig is only allowed to move in accordance to those rules , and motion capture - where the motion captured by an actor is transferred to the rig then cleaned up by the animator.
Lighting:

The lighting of a scene is a important factor in setting the mood. "Even high quality models with ultra realistic shading can fall flat without proper lighting." (Hix, 2016). The lighting artist must consider all elements developed by the other departments to bring the scene together. A lighting artist need to determine the way elements within the scene interact with light. They are responsible for "...establish[ing] direct and reflected lighting and shadows for each assigned shot, ensuring that each shot fits within the continuity of a sequence..." (Gulati, 2010).
Rendering:

"Much like a film photographer must develop and print his photos before they can be displayed, computer graphics professionals are burdened a similar necessity." - Justin Slick 2017
The last stage in the production phase flattens the scene from a wireframe model into a useable format for post-production. In rendering, the 3D program used for the final scene goes through a series of calculations that translate the initial product into a finalised 2D image. There are 2 kinds of rendering that may be utilised - separated by the "...speed at which images are computed and finalised." (Slick, 2017): Real-time rendering - often used in games as images must me computed rapidly, and Offline or Pre-Rendering - usually used for situations where a high standard of photorealism is required. In many production houses, renders are usually sent to a render farm to be completed as it is more than likely that the computers in-house would not be powerful enough to handle the rendering.
PHASE 3: Post-Production (the icing on the cake):

Post-production provides the final layer and details of a production. It makes the project appear finished, appealing and and professional like icing on a cake.
Compositing:

In compositing, the final details are added to create the final render. Compositing is a budget saver in 3D production as it is primarily done in 2D. The reason for being a budget saver is the fact that if the final render was in 3D and there were mistakes the render would have to be redone and takes a multitude of time to render with all the 3D information. Compositing is the point where small tweaks such as colour correcting or effects may be added. It is the goal in production to do as much as possible so that not much will have to be done in post-production.
That was the 3D production pipeline, as explained by a student.
Grassland
MDU115 Blog #1
Bibliography
Information:
A Short Guide to the 3D Production Pipeline. (2016). Red Apple. Retrieved 24 February 2018, from http://www.redappletech.com/a-short-guide-to-the-3d-production-pipeline/
Beane, A. (2012). 3D animation essentials. Indianapolis, Ind.: Wiley.
Geig, M. (2013). Textures, Shaders, and Materials. Informit.com. Retrieved 25 February 2018, from http://www.informit.com/articles/article.aspx?p=2162089&seqNum=2
Gulati, P. (2010). Step-by-Step : How to Make an Animated Movie. Envatotuts+. Retrieved 24 February 2018, from https://cgi.tutsplus.com/articles/step-by-step-how-to-make-an-animated-movie--cg-3257
Hix, B. (2016). Making Sense of the 3d Production Pipeline – Blender Unleashed. Blenderunleashed.com. Retrieved 23 February 2018, from http://www.blenderunleashed.com/tutorials/making-sense-of-the-3d-production-pipeline/
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Images:
A Short Guide to 3D Animation for Beginners. (2018). Retrieved from http://www.rotoscopers.com/2018/01/08/a-short-guide-to-3d-animation-for-beginners/
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UV unwrapping. Retrieved from https://ev111426.files.wordpress.com/2014/10/cube_representative_uv_unwrapping.png


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