3D capture system; changing the game
While 3D scanning technology has been used to scan real world objects and characters into the digital world they have always been as static content that have been rigged with joints and control objects to allow them to be animated. Unfortunately, not only does this take an animator a long time to add, it does not add additional value to the offering. In 2D games that have used scanned static content the production time of each character is drastically reduced. Currently, a sprite can now comprise multiple animations created with 3D scanning of dynamic objects. This means there is no need to create a character in digital clay programs such as Z-brush or the time needed afterwards to clean up the mesh and create a realistic UV map. Typically, this process can easily take a week or longer just to just create, clean, map and rig for each character.
A 3D capture system that scans the subject in real-time, processes and cleans the mesh on a cloud-based server, wraps it and provides it ready for use. This makes it great for small production teams that wish to create CGI content to a professional standard for games, livestreaming and video content. Event and museum installations for digital concierges or presenters utilizing AR technology can be easily produced for buildings that have hundreds or thousands of installations and features. It is a great way of bringing new customers to aging attractions. These AR features are typically added on a visitor’s mobile phone using a scannable QR code at the entrance, or through the provision of dedicated hardware to the visitor depending on the experience.
The key question is what does a 3D capture system actually allow developers and creators to utilize? 3D scanners only provide static scans that need further work to use them in CGI digital assets, while this mitigates the modelling time the cleanup and later stages all remain the same. Additionally meshes and consequently UV map stretches around joints during animated movement and all animations need to be created prior to usage. If multiple 3D scanners are used in a kiosk an object can be scanned in real-time allowing live AR content to be produced using actors or dynamic digital assets for an excellent way for making 3D kinematic sprites; mitigating the need for rigging in some 3D assets. While this process is widely used for 2D assets to reduce development time this is a novel approach for 3D CGI content. A simple 3D game may have up to 200 characters that need sculpting, skinning and rigging. If it takes a minimum of a week for each character then either a large production team is needed or additional time for the project. Asset creation typically takes the most time during game development and thus the initial outlay of most ventures. By integrating a 3D capture studio in the company, productivity can be drastically improved while reducing the initial outlay and reduce the risk of not breaking even or turning a profit. Instead of a week for creating character animations, these could be reduced to hours. Additionally, this technology does not stop rigging being added to the mesh and all standard mesh refinement tools may be utilized, should it be needed should simplified meshes be required for tablet or mobile platforms.
Summary
A 3D capture studio could be an excellent addition to your CGI company and reduce the reliance on digital clay sculpting in terms of time and expertise. Kinematic animations for 3D character sprites are possible with mesh creation and optimization also possible through the cloud-based processing method; allowing results to be produced quickly and easily.