Working our way into 3D

SAE — MDU115 
Week 1

So we want to work in 3D. Excellect! But where do we begin?
Well, with the almighty ability of knowing what I planned to write about, I can tell you there are roughly 9 key points that we’ll have to address over the course of our production cycle:

  1. Pre-Production
  2. 3D Modeling
  3. UV Mapping
  4. Texturing & Shading
  5. Rigging
  6. Animating
  7. Lighting
  8. Rendering
  9. Compositing

This week we’ll briefly discuss the first two; 
Pre-Production and 3D Modeling.


This is easily the most important stage in my oppinion as it consists of all the planning that goes into a project as well as every piece of information that will shape the project as we move further alone the production proccess.

Concept Art from FromSoftware’s Dark Souls (FromSoftware, 2016)

A good example of a postproduction proccesse includes
Concept Art — where an artist tries to communicate moods, themes and characteristics revolving around their subject matter. Be it a character, an environment or an object.

(FromSoftware, 2015)

These pieces of conceptualised artestry represent the first level of reference material necessary for a 3D modeler to work on a project without the need to constantly ask others what they meant in their memos.

After all, “A picture is worth a thousand words.

3D Modeling

Moving on from the prepwork, it becomes time to actually begin using all the concepts you’ve already put time into to create 3D Models in programs such as Zbrush, Mudbox, Maya and 3ds Max.

FromSoftware’s Dark Souls — Drifter Knight in 3D (Kiister, 2016)

Most often a modeller will find themselves working from scratch and working from basic geometric shapes to create the vast and amazing things we’ve seen in the industry.

FromSoftware’s Dark Souls — Drifter Knight Untextured Models (Kiister, 2016)

All this can already take a massive amount of time depending upon the complexity of what you’re trying to do. Once this stage is complete and a modeller is satisfied with their work, it’s time to move on into UV Mapping and Texturing. But we’ll dig further into exactly what those are next week.

FromSoftware’s Dark Souls — Drifter Knight Final Product (Kiister, 2016)

Citations, Quotes & Annotations

FromSoftware (2015) DARK SOULS III Character Concept Art Available at: (Accessed: 10 October 2016).

(FromSoftware, 2015)

FromSoftware (2016) DARK SOULS III Environmental Art Available at: (Accessed: 10 October 2016).

(FromSoftware, 2016)

Kiister, I. (2016) Poly Count — Dark Souls — Drifter Knight. Available at: (Accessed: 10 October 2016).

(Kiister, 2016)

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