VFX pipeline phase where digital assets are created – 3D models, textures, rigs, and shaders built to specification for use in shots and sequences.
What is Asset Build?
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.
What are Assets?
| 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 |
Pipeline Position
| Phase | Activity |
|---|---|
| Pre-Production | Concept Art, Design |
| → Asset Build | Model, Texture, Rig, Lookdev |
| Shot Production | Animation, Lighting, Comp |
| Finaling | Finishing, QC |
Asset Build Steps
| Step | Description |
|---|---|
| Modelling | Create 3D form |
| UV Mapping | Texture coordinates |
| Texturing | Surface details |
| Lookdev | Shaders, material properties |
| Rigging | Animation controls |
| Groom | Hair, fur |
Roles Involved
| Role | Task |
|---|---|
| Modeler | 3D geometry |
| Texture Artist | Surface textures |
| Lookdev Artist | Shader development |
| Rigger | Animation setup |
| Groom Artist | Hair, fur, feathers |
Input for Asset Builds
| Source | Usage |
|---|---|
| Concept Art | Design reference |
| 3D Scans | Base geometry |
| Photogrammetry | Real-world data |
| HDRI | Lighting reference |
| Set Photos | Texture reference |
Quality Levels
| Level | Usage |
|---|---|
| Hero | Close-ups, main focus |
| Mid-Ground | Medium distance |
| Background | Distant, low detail |
| Proxy | For layout, animation |
Software
| Category | Programs |
|---|---|
| Modelling | Maya, ZBrush, Blender |
| Texturing | Substance Painter/Designer, Mari |
| Lookdev | Katana, Maya, Houdini |
| Rigging | Maya, Houdini |
| Grooming | XGen, Yeti, Houdini |
Asset Management
| Aspect | System |
|---|---|
| Versioning | Perforce, SVN, Git LFS |
| Database | Shotgrid, ftrack |
| Publishing | Studio pipeline tools |
| Review | RV, Shotgrid |
Cost Factors
| Factor | Influence |
|---|---|
| Complexity | More detail = more time |
| Hero Level | Highest quality is more expensive |
| Animation-Ready | Rigging is complex |
| Variants | Multiple versions |
Timeline (Typical)
| 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 |
Challenges
| Problem | Solution |
|---|---|
| Changes | Modular construction |
| Scaling | LOD system |
| Consistency | Style guides |
| Deadlines | Prioritization |
Today
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.
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