This standard is about determining the look (Shininess, reflectivity, roughness and so on) of computer generated assets. This includes how they interact with their environment.
When working with VP it is essential to know how these assets will be used in the pipeline and what end goal is – such as for realtime use on an LED volume or pre-rendered
This is relevant to those involved in look development.
Performance Criteria
You must be able to:
analyse briefs, scripts, visual references and technical and production parameters to determine the required visual style
suggest viable looks when working with a rough brief or when no brief is available
liaise with those responsible for the visual style to
ensure the look meets requirements create the material properties for characters, props or environments that conform to the required visual style create set-ups which test that look development meets requirements
identify and implement any necessary changes to improve the look
define how standardised or flexible the look needs to be
check and confirm the look maintains continuity with the look of other parts of the production
check and confirm the look being developed is as render efficient as possible design pipelines to ensure the look is correctly applied to different instances in different shots.
liaise with those responsible for implementing the look to identify any issues
proactively identify and resolve problems that may emerge as the look is implemented by self or others
Knowledge and understanding
You need to know and understand:
how to identify the established design theme for a sequence or a project
the role of the art department, concept artist or production designer in determining visual style
when it is appropriate to use hero shots and turntables in look development and how to use them
the others parts of the production that the look has to comply with including on set versions and existing assets
the physics of motion and resistance
surface properties of materials, different types of textures, lighting and other effects that can be applied to 3D objects and environments
the effects of camera positions, angles, lens types and lighting in relation to objects and environments
the theory and importance of colour, lighting and cinematography
the purpose of shaders and how they are developed
how lights or shaders can be used to standardise looks
how to exploit the potential of industry-standard software
the role of modellers, texture artists and others in implementing the look
understand how the assets will be used
how to identify and resolve problems and when to escalate problems outside of own responsibility
Overview
This standard is about determining the look (Shininess, reflectivity, roughness and so on) of computer generated assets. This includes how they interact with their environment.
When working with VP it is essential to know how these assets will be used in the pipeline and what end goal is – such as for realtime use on an LED volume or pre-rendered
This is relevant to those involved in look development.
Performance Criteria
You must be able to:
Knowledge and understanding
You need to know and understand: