Toolkit 3D - Gantt Chart Overhaul and Complete Scheduling

 Toolkit 3D - Gantt Chart Overhaul

When I was getting through the sculpting process of my model, I was unsatisfied with my current method of scheduling. There were multiple reasons for this, such as how it didn't have much information or specifics on it, and how what I was using for the schedule wasn't really sufficient for what I wanted. That is where I changed my method of scheduling for this project to a Gantt chart. I went back and added everything I have already done, as well as things I am yet to do. 

There are multiple reasons this is better than my old method of scheduling - Firstly, I can now create subtasks - I colour coded these blue and the main tasks green so that I could easily tell them apart. If I want to hide them and complete the whole task, I can press the arrow. Another great thing about this is that it works on a calendar, and I can also change the percentage I have completed of a given task, which is great where I have allocated my time to doing rigging for example, and need to create portions for the task.
Overall, now my schedule looks like this. Each arrow has subtasks, which define what I have to do each week. I have also organised dependencies, which show me if another task needs to be completed (indicated by the arrows on the graph).

Week 1:

This week I did the entire blockout of the character within ZBrush and most of the face detailing and features. I have a little bit left to do which is mostly detailing. I have updated my schedule to show the percentage of each task I have complete, which is what I will do every week. So far I am in front of schedule.

Week 2:

This week I finished what I had of detailing within the face, as well as completed the first part of the hair. I won't do the ponytail until later as it will most likely be disruptive of my workflow to do with the clothes. So far I am still on schedule.

Week 3 and 4:

These two weeks were completely dedicated to all the clothes. I managed to get all components complete, as well as finished all the detailing on them too. For the waist coat, I implemented Blender within my workflow, which definitely worked for the better when blocking it out. I am still on schedule.

Week 5:

This week, with the clothes completed, I was able to complete the second part of the hair, that being the ponytail. This was completed by the end of the week, meaning I was on time still.

Week 6 and 7:

For the next two weeks, I completed the sculpt. I started with the hands, and then the feet, a subtask of which was the shoes. I added final details throughout these two weeks to the sculpt, as well as used ZRemesher to retopologise the model, meaning I could go into texturing.

Week 8:

This week, I brought the model into Blender, and did the texturing and UV unwrap. Texturing on the schedule refers to both of these processes. With texturing done, I assigned materials to the mesh and finished texturing, ready for rigging and weight painting for the next several weeks.

Week 9 and 10:

For these two weeks, I completed the rigging and weight painting. I gave myself two weeks to do this as I was expecting to have some errors. This worked out eventually, and I am glad I gave myself two weeks to complete this process. With this completed, next week I will move onto baking and rendering.

Week 11:

For the final week, I finished the project by bringing the model into Unreal Engine and rendering it in there after baking the textures within Blender. With the project complete, I am honestly really happy with this method of scheduling, and a Gantt's chart place in organising a greater workflow. Over the summer, I plan to work on some personal 3D projects, and will practice with a Gantt chart to give myself deadlines for these assets.




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