Cinematographer
Asset Builds basieren auf meinen On-Set-Referenzen. HDRI, Cyber-Scans, Photogrammetrie – je besser meine Daten, desto realistischer die digitalen Assets.
VFX pipeline phase where digital assets are created – 3D models, textures, rigs, and shaders built to specification for use in shots and sequences.
Asset Build is the VFX pipeline phase where digital assets are created. This includes 3D models, textures, rigs, shaders, and all other reusable elements used in VFX shots.
| Asset Type | Description |
|---|---|
| Characters | Digital figures, creatures |
| Environments | Settings, landscapes |
| Props | Digital objects |
| Vehicles | Cars, ships |
| FX Elements | Fire, water, smoke |
| Crowds | Mass scene agents |
| Phase | Activity |
|---|---|
| Pre-Production | Concept Art, Design |
| → Asset Build | Model, Texture, Rig, Lookdev |
| Shot Production | Animation, Lighting, Comp |
| Finaling | Finishing, QC |
| Step | Description |
|---|---|
| Modelling | Create 3D form |
| UV Mapping | Texture coordinates |
| Texturing | Surface details |
| Lookdev | Shaders, material properties |
| Rigging | Animation controls |
| Groom | Hair, fur |
| Role | Task |
|---|---|
| Modeler | 3D geometry |
| Texture Artist | Surface textures |
| Lookdev Artist | Shader development |
| Rigger | Animation setup |
| Groom Artist | Hair, fur, feathers |
| Source | Usage |
|---|---|
| Concept Art | Design reference |
| 3D Scans | Base geometry |
| Photogrammetry | Real-world data |
| HDRI | Lighting reference |
| Set Photos | Texture reference |
| Level | Usage |
|---|---|
| Hero | Close-ups, main focus |
| Mid-Ground | Medium distance |
| Background | Distant, low detail |
| Proxy | For layout, animation |
| Category | Programs |
|---|---|
| Modelling | Maya, ZBrush, Blender |
| Texturing | Substance Painter/Designer, Mari |
| Lookdev | Katana, Maya, Houdini |
| Rigging | Maya, Houdini |
| Grooming | XGen, Yeti, Houdini |
| Aspect | System |
|---|---|
| Versioning | Perforce, SVN, Git LFS |
| Database | Shotgrid, ftrack |
| Publishing | Studio pipeline tools |
| Review | RV, Shotgrid |
| Factor | Influence |
|---|---|
| Complexity | More detail = more time |
| Hero Level | Highest quality is more expensive |
| Animation-Ready | Rigging is complex |
| Variants | Multiple versions |
| Asset Type | Duration |
|---|---|
| Simple Prop | 1–3 days |
| Hero Prop | 1–2 weeks |
| Character (mid) | 4–8 weeks |
| Hero Character | 3–6 months |
| Environment | 2–8 weeks |
| Problem | Solution |
|---|---|
| Changes | Modular construction |
| Scaling | LOD system |
| Consistency | Style guides |
| Deadlines | Prioritization |
Asset builds are the foundation of any VFX production. Quality here determines the quality of all subsequent phases – a well-built asset will be reused in hundreds of shots, a poor one will haunt the project until the end.
Asset Builds basieren auf meinen On-Set-Referenzen. HDRI, Cyber-Scans, Photogrammetrie – je besser meine Daten, desto realistischer die digitalen Assets.
In der Asset-Build-Phase sehe ich meine Vision Gestalt annehmen. Review-Sessions zeigen mir, ob die digitalen Elemente das werden, was ich mir vorstelle.
Asset Builds sind zeitintensiv und definieren VFX-Qualität. Ich plane ausreichend Zeit und Budget – schlechte Assets rächen sich in jedem Shot, der sie nutzt.
1. Zu welchem Department gehört „Asset-Erstellung"?
2. Wie viele verschiedene Fachperspektiven bietet dieser Eintrag?
The Lexikon is part of the Filmfarm ecosystem — alongside budgeting (FilmBalance), an industry magazine (FilmCircus) and crew networking (FilmCall, CrewMesh). One shared vocabulary for the whole production.