> [!abstract] Summary > The **OSMIUM asset pipeline** — modeling / texturing / lookdev / grooming / rigging. Covers **asset types** (character, prop, FX, environment, cluster), **modeling/lookdev workflow** in Maya then Houdini, **variants** (geometry + material) in Solaris with the component builder, **texturing** practice (Mari vs Substance), and **rigging** guidelines. --- # Asset Types - **Character** — character with rig. - **Prop** — object with rig. - **FX** — usually per shot (camera-dependent), but can be an asset if reusable across sequences. - **Environment** — object without rig. - **Cluster** — L5 2025 convention: combines multiple environment assets together (e.g. one cluster per tree species + variations, or a cluster for multiple toys). Cluster use is **optional** — just helps organisation. Typical use: scatter sources (cluster of pebbles, etc.). - ![[image-22.png|421x224]] - ![[image-23.png|400x215]] --- # Modeling / Lookdev ## In Maya 1. Your scene should be set up in **Prism** with the right department / task. - ![[Pasted image 20250611135858.png|955x317]] 2. **Outliner naming**: not strictly forced, but be smart — everything not correctly named slows material assignment. - **Top outliner group should be at least `assetName`** (e.g. `spaceMarine`) so you recognise your model inside Solaris without renaming in Houdini. 3. When modeling is done, **export through Prism**: - Select the main group → **Prism shelf / Export**. - ![[image-16.png|593x184]] - Check the **product** (for ARTFX Lille: modeling goes in the `modeling` product). Double-check format — `.abc` usually, `.fbx` for camera. Make sure your group is selected in **Objects**. - ![[image-17.png]] - When done correctly, the export appears as a new version in the product. - ![[image-18.png]] - **Push to global** if your team needs it or you need to render on the farm: right-click on the version → **Publish to Global** → green G icon appears. - ![[image-19.png]] > [!tip] Clean your model first > See [[../../../PROTOCOL/OPTIMISATION/Notes/Asset modeling Clean - Leo Hanrion|Asset Modeling Clean — Leo Hanrion]] for the cleanup checklist. > [!video] For beginners — Modeling / UV / intro to Substance (Thomas Spony, 16/07/25) > [Open in Google Drive](https://drive.google.com/file/d/1tYCIh6VllR9W0qEHmDcZIa4RW1oRN-kJ/view?usp=sharing) ## In Houdini You need to do two things: **publish the model as USD** and **make a turntable**. > [!video] Houdini template scene — Viktor Weiss > [Open in Google Drive](https://drive.google.com/file/d/1qKrZrFxd_6-vEzzoGt6IniQo_zjCutht/view?usp=sharing) ## Variants **Variants** in USD are variations of something — geometry, texture, shading, lighting, etc. Most useful for environment assets. 1. **Template scene** is already provided. - ![[image-24.png|918x369]] 2. The template includes the **component builder**. Small modifications turn it into a variant publisher. Example — 13 tree modeling variants for future scatter: - ![[image-25.png|480x314]] - Import each variation in **Component Geometry** → **Component Material** assigns materials from a **Material Library** → **Component Geometry Variant** node creates one variant per input → **Component Output** writes the USD. 3. Adding **material variants** — e.g. 13 tree geo variants × 2 material variants (normal + winter): - Chain **2 Component Material** nodes after Component Geometry, importing materials for both versions. - ![[image-26.png|637x314]] - Use **Explore Variants** to see all permutations: 13 geo × 2 material = **26 variants**. - ![[image-27.png|631x296]] --- # Texturing - No mandatory texturing software. Thomas's pattern: - **Mari** for every hero asset, character, high-topo asset, and any procedural/batch-cloneable workflow (copy-paste graphs across assets). - **Substance** (or equivalent) for assets needing painting (MG/BG assets) — Substance handles painting better. - Mari lesson summaries: - [[../../../KNOWLEDGE/MARI/Notes/MARI Single channel Practice|MARI — Single Channel Practice]]. - [[../../../KNOWLEDGE/MARI/Notes/MARI Multi channel Practice|MARI — Multi Channel Practice]]. - [[../../../KNOWLEDGE/MARI/Notes/MARI Optimization|MARI — Optimization]]. - Substance Painter lesson — *not yet written, will be tagged here when available.* > [!video] Lookdev & asset ingest (Thomas Spony, 18/07/25) > [Open in Google Drive](https://drive.google.com/file/d/18z_V87mgxIx0aSbzF0GyUEdWVCcwaYj3/view?usp=sharing) --- # Rigging (Side Note) Rigging is not Thomas's area of expertise — the ARTFX rigging workflow applies. Key principles: - **Rig on the final, published model.** Strictly maintain naming and hierarchy from the published model — animators rely on it, and the rendering team can sublayer animation directly on top of the rendering model if hierarchies match. - **Fallback strategies if hierarchies don't match:** 1. **Proxy swapping.** 2. **Topology naming match** or **point deformer** for stubborn cases. - **Do NOT import USD inside Maya** — rig on top of the Alembic export instead. - **Rig on reference** so you can model-swap to the latest version later. --- # 🔗 Related - [[../PIPELINE MOC|PIPELINE MOC]]. - [[PIPELINE SHOT PART 01|PIPELINE SHOT — Part 01]] — sequence work comes next. - [[PIPELINE SHOT PART 02|PIPELINE SHOT — Part 02]] — shot work. - [[DETAILS/PIPELINE ENVIRONMENT|PIPELINE ENVIRONMENT]] — clusters and variants in environment context. - [[../../PRISM/PRISM MOC OSMIUM|PRISM MOC (OSMIUM)]] — publish workflow used here. - [[../../../PROTOCOL/FOUNDATION/PROTOCOL Naming Convention|PROTOCOL Naming Convention]]. - [[../../../PROTOCOL/USD/USD MOC|USD MOC]]. - [[../../../PROTOCOL/OPTIMISATION/Notes/Asset modeling Clean - Leo Hanrion|Asset Modeling Clean — Leo Hanrion]].