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Upon completing this segment of Blender education, I'm seeking a logically ordered series of video tutorials that could guide me through the subsequent stages of a full project—specifically the animation, camera work, sound, lighting and compositing aspects not covered in this course. I see there are a few courses mentioned above, however, I was hoping I could get some advice on the order someone would implement the remaining items for all things not in this tutorial as a numbered or bulleted list of some time.

Could a compilation of such resources be assembled, reflecting the likely sequence these topics would have been presented had the course continued? My goal is to progressively build upon this course, blending various educational materials to craft a CG clip akin to those seen in professional workflows. This structured approach would greatly assist in organizing the tasks ahead and provide a clear understanding of the entire process from conception to completion.

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  • Omar Domenech replied

    All of those stages of the pipeline, modeling, texturing, animation, camera work, sound, lighting, compositing, are each a whole world on their own, it's going to take a while to learn. We usually have the choice of being a generalist, knowing enough of each topic, or focusing primarily on just one and having a lot of expertise in it. For example lighting, you can place lights on a 3D viewport easy, but to light scenes, the technical challenges, the thought process behind the choices to make an appealing composition, that's a whole profession right there. So much goes into animation as well that takes a life time just to be a so so animator. So that is to say it will take time and it's more about practicing a lot and developing artistic skills than it is watching videos. 

    But to answer your question, courses that go through a full production cycle are hard to find I'd say, they take a lot of time to produce and then the material is so dense that they take so much hours of videos. You would normally find a course hat covers some parts of each topic and put together you get a generalist sense of it all. Here on CG Cookie there are a couple of courses that might interest you, some are old, some are newer. Linking you up: 

    Animation:

    https://cgcookie.com/courses/animation-bootcamp 

    https://cgcookie.com/courses/make-your-blender-character-run-how-to-animate-a-run-cycle

    https://cgcookie.com/courses/acting-for-animators

    Modeling:

    https://cgcookie.com/courses/sessions-minimalism

    https://cgcookie.com/courses/sessions-macro

    https://cgcookie.com/courses/blender-mesh-modeling-bootcamp

    https://cgcookie.com/courses/modeling-a-sci-fi-helmet-in-blender

    Big size Courses:

    https://cgcookie.com/courses/short-film-character-production

    https://cgcookie.com/courses/compositing-transformer-vfx-in-blender

    https://cgcookie.com/courses/pothead-create-a-hard-surface-character-in-blender

    https://cgcookie.com/courses/human-realistic-portrait-creation-with-blender

    https://cgcookie.com/courses/game-character-modeling-with-blender

    Camera:

    https://cgcookie.com/courses/directing-the-camera-in-blender

    Lighting:

    https://cgcookie.com/courses/fundamentals-of-digital-lighting-in-blender

    Shading:

    https://cgcookie.com/courses/shading-the-sci-fi-helmet


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  • Jonathan Delorenzo(BirdOfWar ) replied

    This is perfect, thank you! Can I ask you or any of the instructors for that matter if this course were to continue what would the natural progression be?

    i.e First camera, then lighting, then sound ect... I understand this might vary and is mostly up to the individual, but it might help me lay the guide lines for what I could/should target next.

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  • Omar Domenech replied

    I think it goes as follows:

    There is an artist with an idea, he wants to see it be a reality, so he goes to the big suit and tie guys to ask for money. This guys have no artistic skill but they like making more and more money and the artist convinces them to finance the production for his idea. Great, deal is sealed, it's a go.  

    First thing is the concept artist, you need concepts visualizations to go by off. So the concept artists are the first in the line, they produce the look and feel, how the world is going to look. After all of that is defined, now the modelers have concept arts to start modeling, so the building of 3D models begin. Now the models go to the texturing department, here texture artists make all the models look cool with awesome textures and shading.

    Now that we have lots of models all textured and with materials, you can pass it along to a couple of places. Previsualizations of the shots can start taking place, layout artists can build where the camera is going to go, how a shot is going to be framed. Riggers can start rigging so animators can start animating, they have the models linked in, they can work an animations even as the texture artist are texturing models and the layout is taking place. Look Dev is taking place at the same time, lighting the shots, making appealing compositions. Voice actors are getting their scripts and making characters come to life. Sound is starting to get added. We are in the middle of the hurricane production. It's a synergy of departments feeding of off each other. And the suits and tie people want to know how their budget is being spent, so now they also want to make choices and changes, but the director says they should keep their paws away. 

    And now shots can start being rendered so it can be passed to the compositing department where it will all come together. As I understand it there is little editing when it comes to 3D animations. Editing basically takes place during pre-production as you plan what shots you want rendered. And now in the end those sequences of images are finally coming out, after the compositing department made some good old compositing magic. Voice acting is getting placed, music is getting placed, color grading. In the end, hopefully the movie is going to be a success and the investors will make a profit. You never know, after all the hard work hopefully it has that magic to it. 

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  • Jonathan Delorenzo(BirdOfWar ) replied

    This is very helpful. Thank you so much.

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  • Dwayne Savage(dillenbata3) replied
    First, different studios have different pipelines depending on size.(Number of people, financial budget, workspace, etc/)
    1. Development/Story Development - This is writing the story out or creating the screenplay/Story summary. In 3D animation, the screenplay is usually created inhouse(Story development). However in live action with 3D elements or in independent 3D animation studios they will shop around or take screenplay submissions(Development). Development is a large process in it self. Story Development is fine tuning the story into a written format. Usually a screenplay. It is recommended to do this step even if you're working alone. It cements your idea and it's the first step to seeing problems with the story. I personally recommend using fountain markdown language to handle formatting screenplay. The best part is it can be done in any text editor that saves as plain text. Like Blender's text editor. If you want to learn screenplay format(in the USA Not sure about elsewhere) you can check out the Oscar's  Nicholl Fellowership's screenpaly about formatting a screenplay. It's a good read. If you decide to use fountain there is an addon by Tin2Tin on github to convert to screenplay that works in older blender version. I don't know if they have updated. I use 'afterwriting.com to convert to a formated PDF, which you can also download and use a local copy which is what I do. Things you will need to know is camera movements, coverage, and angles. CGC's Fundamentals: Directing The Camera in Blender covers this.
    2. This is where things begin to work in parallel in a professional setting. 
      A) Gaining initial Capital(Get money to get more money) - This is the money used to get investors and Storyboard/Concept artist so that you have something to show the investors why they should put money into your project. Sometime people/Studios will self invest at this point. 
      B) Screenplay breakdown - This is rereading screenplay over and over.(Poor DA...Sometimes directors or show runners will do this, but usually Director's Assistant does it) Each read thru is to highlight and make a list. Some of the list are Sound FX, Characters, Props, Set Dressing, Set pieces, Lighting, Hair & costumes, vehicles, etc. You are just looking for specific things that are required for the story and then additional things that might be cool if added, but not needed. 
      C) Storyboarding - The first step to concept art on a 3D animation. Some directors always use storyboards even in live action. I'm looking at you Peter Jackson. This is just creating a comic version of the screenplay. It Also helps to define the look and feel of the shots and scenes that are reusable. Like removing one only sets and moving the shots to a set/scene you already have. This is mostly a 2D artwork which is covered here on CGC. I'd also recommend the Pannels course and Color Course to help learn grease pencil. Newer version of blender also have the new addon Storypencil which is a storyboard tool. Note: Some studios do Concept art before storyboarding. Some do Storyboarding as part of the concept art. 
    3. Conceptuals/Editting(Animatic): This is 3 things that when working with a group you have different people doing each of these things. When you work alone like me you can do them in any order you want. 
      A) Conceptuals - better known as concept art. Taking your list you will create concept drawings for the visual pieces. The most well known is Character Design, but there is props design, lighting design, environment design(This is designing the set. A set is just the area. A scene is the set with set dressing, characters, props, etc that are need to created the shot. So set and scene usually get used interchangeably.), etc.
      B) Editting(Animatic) This step is sometimes skipped. In independent and hobbyist production Editting is commonly ignored except for animatic. Editing is a Pipeline that runs at the same time as the Production and usually starts after the storyboard with the animatic. Basically as things get developed the editing takes those pieces and plugs them into the animatic thus creating the previz(previsualization) before the final rendering. 
      Animatic - This is a video version of the Storyboard. Blenders video editor is great for this. In combination with the Storypencil addon(Comes with blender) or for older versions of blender you can download Tin2tin's Screenplay addon or Pullusb's Story tools addon. This is also where Scratch Dialog is recorded, scratch sound FX or final sound FX if you have a library of sound FX like Freesound.org. This helps to get the timing of each shot. I use the open source Audacity for audio.
    4. Modeling, Shading/Materializing, and Texturing - There are a lot of course here covering these. Depending on a studios' pipeline these will start in preproduction as part of the concept design, or for advertisement. The Advertisement aspect is to get investors by creating a Teaser/Trailer. This is why sometimes you will see something in a trailer that never makes it or gets changed during production. Sometimes it's a test of passion a Burner or Burn Reel. This is used to get a studio to green light a production. Once it's green lit/Financed you start production which definitely include these three things. 
    5. Production which starts with 4. Then adds to it.
      A) Rigging
      B) Animating
           1. Acting and Character animation
           2. ADR(Recording dialog) and Lip Sync.
           3. Sims/FX - This is creating simulation and animation effects. Animation effects are the animations that are done as a result of interactions. Like indentation in snow when a character steps on it or a seat cushion when a character sits down. Simulations would be a storm, a flooding town, or chips of wood when a sword hits a wooden table. There is often times overlap between these two.
      C) Enviroment - This includes clouds most volumetrics(Including volumetric lights). Plates or Mattes which are background image used as billboards or a compositing layer. 
      D) Lighting and Camera
      E) Rendering
      F) Video editing - This is where editing back in 3 and production join back together. This is first round Video editing. Once shot and scene order are established the video is considered locked. So no new scenes or shots unless it has to be done to tell the story. Then you move to Post-production video editing which includes color correction, and compositing. Color grading is done at the end of post-production. 
    6. Post-Production - This is divided into multiple pipelines.
      A) Visuals - Compositing, Visual Effects, Intros, Overlays, End Credits/Crawls, Outtros, Marketing material, color grading, etc.
      B) Dialog - ADR, voice acting, Audio Directing, etc.
      C) Sound Effects which include the fuzy defined Foley artist. My understanding is sounds of foot steps, movement, clothes, and weather. Everything else is Sound FX.
      D) Music - Scoring(Writing sheet music also refers to music created specifically for a film/Animation), Composing(Creating the music), Arrangement(Taking existing music and changing. Like taking a pop song and making it metal.), Lyrics(The part of music that is sung), and of course the creators of music Instrumentalist, conductors, and singers.
    7. Distribution - This is where everything this combined and prepared for the media(s) that will be used to send the animation to it target audience. 
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