Cinematographer
CG-Assets müssen zum gefilmten Material passen. Ich liefere HDRIs, Referenzfotos und Messungen, damit die 3D-Abteilung realistische Assets bauen kann.
Any digital 3D element created for visual effects – includes models, textures, rigs, materials, and animations that can be reused across shots or projects.
A CG Asset (Computer Graphics Asset) is a digital 3D element created for visual effects. It can include models, textures, rigs, materials, and animations, and is used and reused within the VFX pipeline.
| Type | Description |
|---|---|
| Model | 3D geometry |
| Texture | Surface images |
| Material/Shader | Rendering properties |
| Rig | Animation skeleton |
| Animation | Movement data |
| FX Setup | Simulations |
| Category | Examples |
|---|---|
| Character | Creatures, doubles |
| Environment | Buildings, landscapes |
| Vehicle | Cars, spaceships |
| Props | Objects, weapons |
| FX | Fire, water, explosions |
| Phase | Activity |
|---|---|
| Concept | Design, references |
| Modeling | 3D geometry |
| Sculpting | Adding detail |
| UV Layout | Texture coordinates |
| Texturing | Creating surfaces |
| Shading | Material setup |
| Rigging | Movement apparatus |
| Approval | Sign-off |
| LOD | Usage |
|---|---|
| High | Close-ups, hero shots |
| Medium | Standard distance |
| Low | Background, crowds |
| Proxy | Animation, previz |
| Aspect | Standard |
|---|---|
| Topology | Clean, animation-friendly |
| Texture Resolution | 4K–8K for hero |
| UV Layout | No overlap |
| Naming | Consistent, pipeline-compliant |
| Scale | Real-world units |
| Element | Description |
|---|---|
| Versioning | All iterations |
| Metadata | Description, status |
| Dependencies | Links |
| Publishing | Release for pipeline |
| Library | Central collection |
| Area | Programs |
|---|---|
| Modeling | Maya, 3ds Max, Blender |
| Sculpting | ZBrush, Mudbox |
| Texturing | Substance Painter, Mari |
| Rigging | Maya, Houdini |
| Rendering | Arnold, V-Ray, Renderman |
| Step | Description |
|---|---|
| Check-in | Load asset into system |
| Review | Quality check |
| Publish | Release for production |
| Reference | Load into shots |
| Update | Propagate changes |
| Asset Type | Price Range |
|---|---|
| Simple Prop | €500–€2,000 |
| Hero Prop | €2,000–€8,000 |
| Environment | €10,000–€50,000 |
| Character (rigged) | €15,000–€80,000 |
| Creature (full) | €50,000–€200,000 |
| Strategy | Benefit |
|---|---|
| Library | Studio-internal assets |
| Kitbashing | Combine from parts |
| Updates | Improve existing |
| Cross-Project | Across films |
| Element | Content |
|---|---|
| Asset Sheet | Specs, references |
| Notes | Specifics |
| Turntable | 360° view |
| Breakdown | Components |
| Problem | Solution |
|---|---|
| Data Volume | LOD system |
| Consistency | Style guides |
| Updates | Publishing workflow |
| Communication | Review tools |
CG Assets are the building blocks of modern VFX. The quality and organization of the asset library determine the efficiency of the entire pipeline. As productions become more complex, asset management systems become increasingly important for successful projects.
CG-Assets müssen zum gefilmten Material passen. Ich liefere HDRIs, Referenzfotos und Messungen, damit die 3D-Abteilung realistische Assets bauen kann.
Die Qualität der CG-Assets bestimmt, wie überzeugend die Effekte werden. Von der Genehmigung des Modells bis zur finalen Animation bin ich involviert.
CG-Assets sind erhebliche Investitionen. Gut organisierte Asset-Bibliotheken ermöglichen Wiederverwendung und amortisieren die Kosten über mehrere Projekte.
1. Zu welchem Department gehört „CG-Asset / Digitales Asset"?
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.