Workflow and Pipeline

From the outset, the complexity of this project suggested that the development of a more robust workflow and pipeline would be necessary and required a version of a full environment 3D matte painting workflow, as described by Garrett Fry, to be deployed. This workflow diagram acknowledges a requirement for more complex 3D geometry than can be created from within the compositing application, in this case NUKE, and also that some render passes (i.e. wireframe, ambient occlusion) can be exported to aid the matte painting process. However, the assumption would be that assembly of the projection system and finishing would be undertaken in NUKE.

Below is a representation of this in table form, commencing with the development of the concept art, although I had in fact developed this during the proposition stage of the project. Using the definition provided by Bugaj and Okun & Zwerman, each row is a representation of an individual low-level workflow designed to accomplish a specific task and deliver one or more outputs. Each of these outputs are assets used as essential raw ingredients, and which I have described as inputs, for other workflows further down the chain. The software column needs little explanation; it is quite simply the application chosen for execution of each part of the process. What is evident is that each application features at least twice within the total production workflow, both to commence a new process or indeed a continuation of a previous process that could only be taken to a specific stage of development within that software. This raises the issue of universal and interchange file formats, which is described at several points in my development process.

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