Streamlining and optimising 3D assets Building systems and libraries for efficiency and functionality within the 3D production pipeline
File Optimisation and the 3D production pipeline
When working in any 3D production pipeline large files such as the interiors of a retail store or an architectural environment is is vital to ensure effective optimisation of all assets is key to a fluid workflow. Quite often the default settings for certain components are higher than required. This is especially true of a spline, by default interpolation along a spline is set at to small an an angle to create sensible geometry. From the outset of building any 3D asset be mindful the model is optimised for peak performance without loosing quality within the 3D production pipeline.
I am a firm believer in efficient models and I don’t confine that to just neat and accurate modelling. There are many instances where adding functionality to a model can enhance the production pipeline. This can be anything, but some typical examples of where I have improved the efficiency of the production process include, simple switches to change graphics in POS signage models or more complicated functionality such as a fully customisable retail fixture.
3D Asset Library Management
As part of my current role I have built and continue to manage a large asset library. Having designed the entire library from the ground up I draw upon my practical knowledge of how the studio use the files and combine it with efficient filing and tight controls on naming conventions to ensure ease of use and accessibility. Due to the nature of the client and the sector it dominates, the library takes a large amount of management as the products and assets are updated every quarter after new products are launched and graphics are updated. This situation is compounded during the launch periods with the requirement that designers require access to old and the new files simultaneously. I resolved this issue in a number of ways including a simple but effective technique which switches the location the files are looking at when referencing their textures.