Project manager to set-up and manage project and all tasks, book drafts / meetings and keep projects on track.
Art Director to create any direction guides that are required and to advise / course correct when Draft lighting and cameras are not to brief.
Stylist to create styleboard in line with client brief and to advise / course correct when Drafts are not in line with styleboard.
Lead Artist to advise on project timings, help keep artists on track with tasks and QC drafts from a technical and quality perspective.
Artist to create, improve and deliver lifestyle scenes and QC their own work before all other stakeholders.
CCW's standard QC workflow includes 2 online Review Stages: Draft A and Draft B, with 2 offline reviews: Client draft 1 and 2.
Good to know: V1 on proof should always show the style board
Each review stage focuses on progressively detailed elements while also reviewing that the previous stage of feedback has been correctly executed.
Below are the standard review stages with the elements that are focused on.
This is where the Artist, Lead artist, Art director PM, Lead stylist and stylist get together to chat through the first iteration of the work.
Client Brief - Are all brief requirements being met?
Architecture – Realistic & true to SB? (styleboard)
Lighting – Achieving L&F (Look & Feel) is it enhancing the product?
Cameras – Composition looking good, are we showing off the product?
Product – Accurate and complete?
Décor & – True to SB and working with product?
Propping - True to SB? Is the propping story working?
Background / Backplate – Is this suitable for the space/client/inhabitants/demographic?
This is an offline review for Artists, Lead artists and the Project manager to check on the progress of sets and make comments to get the next draft to the best possible place for client sharing.
Have all previous comments been addressed?
Architecture – Is it realistic and have previous comments been actioned?
Décor – Is it true to SB? is everything working together?
Cameras - Do we need any additional/alternate options - are all shots working?
Props – Is it true to SB? Are all propping stories coherent and adjusted for cameras?
Detail checks – quality QC on whole image – check nothing is floating and that all materials are present and correct etc
Product checks – shadow gaps / finishes / handles etc
Responsible - Responsible for delivering to the brief and actioning comments as well as self-QC'ing
Accountable - Key decision-maker / creator of initial briefing element
Consulting - To consult and advise
Think of the 3D space where we make these virtual photographs for clients in movie terms... You will hear the terms 'set' & 'scene'. These apply to all imagery; whether you're looking at a room set with multiple shots or a single 'cameo' shot, also known as a detail shot.
Useful Terms:
SB Style board
L&F Look and Feel A section of the Style board
LHS Left hand side
RHS Right hand side
Shader Shading determines the way that light affects a surface
Texture Texture maps are applied to the surfaces of 3D models
Render The rendering process = generation of 3D imagery
Readable Refers to visibility or readability of transparent objects i.e. glasses on a shelf
Throughout the QC process the producer is responsible for product accuracy. They facilitate the delivery of technical information to the wider team via Ftrack, where they add in relevant information and links to modelled products.
QC Questions @DRAFT B:
Is the shader correct?
Is this material correct?
Is this product a placeholder?
Are the colours correct?
Is the wood grain going in the right direction?
Are flooring tiles turned as per brief?
See our handy References page for British standards and technical information.
As 3D sets are rendered using Physically based rendering (PBR) light and shadow will act naturally within a scene.
QC Questions:
How is it affecting the product, is it enhancing it?
Is the lighting too hard, too soft >>> e.g. Amtico (flooring) do not like direct lighting on their product.
Some clients are more prescriptive than others but you can find useful client guidelines HERE
Are we aligning with the brief?
Is it in line with client expectation from the Styleboard & previous deliverables?
NB If lighting needs to change then draft B is the best time to do this when art direction becomes involved.
3D Artists have two ways to light things;
1) SUN & SKY
A Physical Sun & Sky Environment is an environment map used to generate the background of a scene as well as to add lighting and atmospheric effects.
2) HDRI (High Dynamic Range Image)
HDRI Lighting is technically called 'image-based lighting'. Image-based lighting works by applying a high dynamic range image map (HDRI map) onto an environment light in 3D software. The environment light surrounds the 3D scene and provides HDR illumination, HDR reflections, and a HDR background for the render.
Source: https://www.lightmap.co.uk/blog/whatisanhdrimap/
Good to know: Secondary lights i.e. bounce cards, spot light, bounce lights, fill lights, and artificial ambient lighting can also be added.
Virtual production requires virtual photography.
The amount of cameras and shots supplied will very much depend on how many a client has requested.
When choosing and QC'ing cameras we consider client expectations and what has been delivered before.
As part of pre-production previous client deliveries are looked at for inspiration by Art Directors, Stylists and Artists.
Some clients will supply cameras in a Sketch Up file, others will request that we select them. Usually we tend to choose more cameras than necessary to provide a client with a wider choice.
QC Questions:
Is there vertical correction added?
Can we increase / decrease the DoF?
What are your camera settings?
How many shots do we need?
Shall we zoom out a touch?
Good to know:
Cameras can be tricky as they vary from client to client.
Virtual cameras have the same settings as real world cameras
Further reading:
Many of our clients require photorealistic lifestyle scenes. Think kitchens, bedrooms, bathrooms and living rooms! These scenes are given context by what we see through the windows or openings of the 3D sets.
Backgrounds or backplates are usually green spaces or cityscapes, depending on what the client requires and the 'story' of a scene.
Choices for a 3D artist:
3D Elements
HDRI backgrounds
2D (Stock photography)
Sometimes these elements are combined (3D Trees with a 2D backplate for example)
This can be a challenge but given that all of our scenes can be animated it's important to choose the best approach to ensure quality and consistency.
QC Questions:
Does the background look hi-res enough?
Is it correctly exposed ?
Is the location and look in-line with the brief?
Is the time of day in keeping with the ambient / interior lighting?
Artist tutorial: Backplate set-up
Retouch at CCW is 99% colour correction and fixing minor errors - this usually happens AFTER the client has approved the 3D scene. If post-production includes more intensive work, like grading for example, this would need to be done BEFORE client approval. The general consensus is that work affecting the overall look is done in Fusion by the 3D artist; to prevent duplication of work if the client makes an amend.
Standard practice includes checking fine details and the colour correction of products against their references to ensure both product accuracy and consistency of images across a series. Colour references can be digital and physical. Supplied by the client or created by the Scanning & Referencing team.
Good to know: 3D artists create object masks to improve the Retouch workflow, sometimes these might have 'slipped' or have not been exported so might need to be requested additionally.
If it is a batch job where Retouch is not required, final images will be saved out for the Producer to deliver.
Comping (compositing) relates to any elements that may need to be photographed or purchased separately for a scene and added later. Things like bedding, flowers , clothes, even the occasional pet...John Lewis asked for a dog in a kitchen scene, so for the purposes of clarity let's stick with that.
For speed it's probably best to buy your dog online rather than photograph one. Shutterstock etc purchases will be requested by the relevant producer and approved by finance - Lucinda Rosson.
If something does need shooting specifically such as bedding, considerations include matching cameras between 3DS Max and Studio Photography. This can be a challenge as the 3D production comes before the photography. To help the photographer in studio the 3D artist will provide their virtual camera setting, as well as a basic floor plan with the position of the camera in the 3D space; usually a screenshot from Top view in 3Ds max viewport will suffice.
Camera settings to be supplied by artist :
Focal length
Zoom
Camera height from floor
The distance of the camera from the object / product
Good to know:
1) If the photo shooting is done before the 3D stage, then the photographer should provide the 3D team with the same camera information mentioned above.
2) Comping is also used as a term referring to the 3D artists themselves and the post-production work they perform in FUSION.
Find out more HERE
Quality Control at CCW is a highly collaborative process. Review calls are led by Producers , via MS teams using Adobe Workfront Proof and involve all the relevant 3D artists and stylists. From the CCW Creative team an Art Director or Creative Director will be present. All feedback is equally valid and up for discussion, however the responsibility of overall guidance and decision making rests with the AD or CD. Producers are responsible for project timelines, but the common goal is for imagery to look as good and realistic as possible on time and in-budget.
QC Feedback comes in two main stages before, and during the call.
Nb Feedback & Direction can and does carry on in MS teams, as well as Adobe Workfront Proof known as an 'offline review'
1) Team adds comments relating to Lighting, Cameras, Composition, Styling and Realism in Adobe Workfront proof.
2) Comments are discussed on the producer led call.
Input will vary between the team members but generally speaking will cover architecture, lighting, styling, realism, product accuracy and CGI details.
The QC process itself varies between projects due to the variety of work and unique client requirements.