Chapter 3: Turnarounds, Layer Breakdowns & Callout Sheets
Created by Sarah Choi (prompt writer using ChatGPT)
Turnarounds, Layer Breakdowns & Callout Sheets for Costume Concept Artists
From Brief to Package: Ideation → Iteration → Finals → Handoff
A beautiful single front-view costume concept looks great in a portfolio—but a game or film can’t ship from one view alone. Production needs to know what’s happening on the back, sides, under the cape, inside the armor, and in the seams. That’s where three key deliverables come in:
- Turnarounds – multi-view rotations of the character.
- Layer breakdowns – peeled-apart views of garments, armor, and gear.
- Callout sheets – focused notes on materials, construction, function, and special cases.
Together, they form the backbone of the “package” in “From Brief to Package: The Costume Concept Pipeline.” They are what transform a cool idea into a buildable, maintainable, and re-usable asset.
This article explains how these tools show up across Ideation → Iteration → Finals → Handoff, and how both concept artists and production artists can use them to keep the pipeline clear, efficient, and future-proof.
1. Why Turnarounds, Layer Breakdowns & Callouts Matter
In a real pipeline, concept art is not just mood—it’s instructions.
Turnarounds, breakdowns, and callouts:
- Remove ambiguity for modelers, riggers, texture artists, and outsourcing vendors.
- Reduce back-and-forth questions (“What’s on the back?” “How does this strap attach?”).
- Capture design decisions so later skins, variants, and sequels stay consistent.
- Protect your intent when assets get simplified for different platforms or LODs.
Without them, production teams are forced to guess—and their guesses might clash with the visual logic, lore, or gameplay readability you worked hard to establish.
Think of these documents as the user manual for your costume.
2. Turnarounds: Rotating the Design into Reality
A turnaround (or orthographic sheet) shows the character from multiple angles—commonly front, side, and back; sometimes 3/4 and top.
2.1 What a Turnaround Is For
Turnarounds help:
- 3D artists understand shape and volume from all sides.
- Riggers and animators anticipate collision and deformation issues.
- Tech artists and LOD artists see where silhouettes must stay strong even at low res.
Turnarounds are not splash illustrations. They are clarity-first technical drawings.
2.2 Turnarounds Across the Pipeline
Ideation
You may not produce full polished turnarounds early, but you can:
- Roughly block the back and side to test if the silhouette and layering make sense.
- Catch early issues (e.g., cape covers all interesting elements from behind).
Iteration
As designs evolve:
- Update at least a simplified side/back view when you make major changes to shape or gear.
- Confirm that changes to front view don’t make the back nonsensical.
Finals
This is where proper turnarounds are created:
- Clean line or paint for front, side, back (3/4 or extra views if needed).
- Consistent pose across views—ideally neutral stance, arms at a readable angle (T-pose, A-pose, or relaxed but symmetrical).
Handoff
Turnarounds become:
- The primary blueprint for modeling.
- A reference for future skins (how far can we push silhouette from these views?).
2.3 Practical Tips for Strong Turnarounds
- Use guides: keep head height, shoulder height, elbow, knee, and foot baselines consistent across views.
- Don’t over-pose: dynamic gesture is for splash art; turnarounds need accuracy and comparability.
- Prioritize clarity over rendering: clean line + flats or simple values are often better for production than painterly noise.
- Mark asymmetry clearly: if left and right sides differ, annotate which view shows which side and why.
2.4 Production Perspective on Turnarounds
Production artists need turnarounds that:
- Match in proportion across views—no drift in limb length between front/back.
- Clearly show overlaps (e.g., skirt over boots, armor over undersuit).
- Indicate mobility zones (e.g., where cloth must bend or armor must separate).
If a turnaround is inconsistent, production must improvise or spend extra time clarifying—both cost the project.
3. Layer Breakdowns: Peeling the Costume Apart
Costumes are rarely one object. They are systems of layers: underwear, base clothing, mid-layers, armor plates, belts, straps, pouches, accessories. A layer breakdown shows those systems explicitly.
3.1 Why Layer Breakdowns Are Needed
Layer breakdowns:
- Help modelers and texture artists understand what is separate geometry vs baked detail.
- Clarify how pieces attach, overlap, and move.
- Allow for modularity: parts can be swapped for variants and skins.
Without breakdowns, it’s easy to:
- Collapse everything into one mesh and lose flexibility.
- Misinterpret patterns or embossing as geometry (or vice versa).
3.2 What a Layer Breakdown Looks Like
Typically, a breakdown sheet:
- Shows the character with fewer and fewer layers, like undressing:
- Full costume.
- Outer armor/coat removed.
- Mid-layer removed.
- Base clothing.
- Body or under-suit.
- Or shows exploded views: pieces floating slightly apart, labeled.
Each step includes notes such as:
- “Outer coat: separate mesh, cloth sim candidate.”
- “Chest plate: rigid armor over padded gambeson.”
- “Belts and pouches can be instanced variants.”
3.3 Layer Breakdowns Across the Pipeline
Ideation
Even early on, you can sketch:
- Where main layers might sit (cloak over armor vs armor over cloth, etc.).
- How many layers the design can reasonably support for the project’s budget.
Iteration
As details get added:
- Make sure you’re not creating unnecessary micro-layers that will be a modelling nightmare.
- Adjust layer counts based on feedback from production (e.g., fewer unique pieces to reuse rigs and textures).
Finals
Create a clear breakdown sheet:
- Show each layer from at least the front, sometimes 3/4 or side if needed.
- Label which layers are required vs optional for variants.
Handoff
Breakdown sheets guide:
- Mesh separation.
- Material slots and UV planning.
- Variant/skin design (which layers can be recolored or replaced).
3.4 Production Perspective on Layer Breakdowns
Production artists use breakdowns to decide:
- What gets its own mesh vs what becomes normal map/texture detail.
- Where to place seams and pivots for deformation.
- Which pieces can be shared in a modular system.
They may also suggest changes back to concept like:
- “Combine these two belts into one for performance.”
- “Move this pouch to the belt instead of the thigh to reduce clipping.”
Layer breakdowns turn costume design into game-ready structure.
4. Callout Sheets: The Fine Print of Design
A callout sheet is where you zoom in on specific areas and explain what’s going on: materials, construction, symbols, functionality, wear and tear, and special effects.
4.1 What to Call Out
Common callout topics:
- Materials & surface – “Polished steel with engraved pattern,” “Matte rubber,” “Weathered canvas.”
- Construction & logic – “Straps loop under this plate,” “Buttons only decorative; closure is hidden zipper.”
- Patterns & symbols – Embroidery, prints, runes, insignia (especially when cultural or faction-specific).
- Functionality – Pouches with specific purpose, holsters, transformable pieces, deployable gear.
- VFX & special states – Glows, emissives, damage states, color-changes in ultimate mode.
4.2 How Callout Sheets Fit Into the Pipeline
Ideation
You might jot very rough notes on:
- Material intentions (“more leather, less metal for stealth”).
- Function hints (“this strap anchors grappling hook cable”).
Iteration
As designs solidify:
- Callouts evolve from vague ideas to specific decisions.
- You may add and remove details based on budget and readability.
Finals
Callout sheets become detailed and intentional:
- Zoomed views of complex areas (e.g., gauntlets, chest emblem, boot, backpack).
- Clear labeling with arrows and short, readable text.
Handoff
Callouts guide:
- Material assignment and shader setup.
- Texture painting (where to add wear, which edges are sharp/soft).
- VFX hooks (where glows live, how they animate).
4.3 Writing Good Callouts
Good callouts are:
- Specific – “Soft wool knit” is better than “cloth.”
- Concise – One short sentence or phrase per arrow, not a paragraph.
- Concrete – Point to real-world materials when possible (“like matte hiking boot rubber”).
- Functional – Explain why something is shaped or placed as it is.
Avoid vague labels like “cool panel” or “tech detail” without context.
4.4 Production Perspective on Callouts
Production artists rely on callouts to avoid guesswork:
- Without them, they must choose materials and functions based on personal taste.
- Inconsistent or missing callouts can lead to style drift between characters.
Clear callouts also help with future work:
- New skins can echo original material logic.
- Outsource teams can match quality and intention more easily.
5. Integrating These Tools Across Ideation → Iteration → Finals → Handoff
Let’s zoom out and see how these three deliverables cross the whole pipeline.
5.1 Ideation: Gentle Versions, Just Enough to Think Clearly
At the start, you’re not investing in polished turnarounds or fully annotated callouts. But you can:
- Sketch rough side/back views when silhouette decisions depend heavily on 360° shape.
- Indicate basic layering logic (cloak over armor, armor over tunic, etc.).
- Note key material or functional ideas.
This keeps early ideas grounded in reality without over-working them.
5.2 Iteration: Updating as Decisions Solidify
As feedback comes in:
- Major silhouette changes should be reflected in all relevant views, not just front.
- If new armor layers or gear are added, plan their layer hierarchy.
- When a detail becomes important to the character (like a crest, pattern, or gadget), it probably deserves a callout box.
Concept artists should treat these docs as living things, updating them as designs evolve.
5.3 Finals: Building the Full Package
At final concept stage, you aim to have a cohesive package:
- Turnaround sheet – front, side, back (plus extra views if needed).
- Layer breakdown – key clothing/armor layers separated and labeled.
- Callout sheet(s) – detailed notes on tricky or important areas.
This package is what moves forward into production, outsourcing, and marketing.
5.4 Handoff: Supporting Production and Future Variants
For handoff to go smoothly:
- Make sure files are organized and labeled clearly.
- Provide flat versions alongside any painted versions (some teams prefer clean line art for modeling).
- Include a short text summary of key decisions: “Cape is optional for some skins,” “Chest emblem is non-removable faction marker,” etc.
Production artists then use this package as their primary reference, referring back to it whenever questions arise during modeling, rigging, or texturing.
6. Concept vs Production: Different Needs, Shared Language
6.1 Concept Artists: Designing the Blueprint
Concept artists:
- Decide what information needs to be visible for each costume.
- Build turnarounds, breakdowns, and callouts with clarity in mind.
- Ensure these docs speak a language production can use (not just aesthetics, but function and material logic).
Good habits:
- Ask production early what they need most in handoff docs.
- Use consistent labeling conventions across characters.
- Avoid over-rendering at the expense of clarity.
6.2 Production Artists: Interpreting and Feeding Back
Production artists:
- Interpret these documents into 3D geometry, textures, and shaders.
- Flag inconsistencies or gaps (“Back view doesn’t match front,” “How does this strap connect?”).
- Provide feedback that improves future documentation (e.g., “Callouts on interior boot seams are overkill; we need more clarity on back armor instead”).
Good habits:
- Reference turnarounds and breakdowns regularly, not just once at the start.
- Keep a list of questions and share them early.
- Suggest improvements to templates that benefit the whole team.
When both sides treat turnarounds, breakdowns, and callouts as shared communication tools, the pipeline becomes smoother and more predictable.
7. Common Pitfalls and How to Avoid Them
7.1 Only Designing the Front View
Problem:
- Back and side views are hastily invented by production or left unclear.
- Iconic elements vanish or conflict when seen from behind.
Fix:
- Commit to at least rough back/side explorations during iteration.
- For any high-visibility costume, make turnarounds non-negotiable before handoff.
7.2 Overcomplicated Layering with No Breakdown
Problem:
- The costume has many overlapping belts, straps, and plates.
- No one knows what’s separate geometry vs baked detail.
Fix:
- Simplify layers where possible (fewer straps that do more work).
- Provide a clear layer breakdown labeling what gets its own mesh.
7.3 Vague or Missing Callouts
Problem:
- Materials and functions are unclear.
- Different artists interpret the same costume differently.
Fix:
- Call out any material or symbol that matters for gameplay, narrative, or faction identity.
- Use concise, descriptive language tied to real-world references.
7.4 Inconsistent Views in Turnarounds
Problem:
- Front, side, and back views don’t align (e.g., shoulder width changes between views).
Fix:
- Use guides and copy-paste baselines; check alignment manually.
- Adjust until proportions match across views.
7.5 Documentation Done Too Late
Problem:
- Turnarounds and breakdowns are rushed at the very end, after modeling has started.
Fix:
- Schedule a “docs pass” as part of the final concept phase, not as an afterthought.
- Treat documentation as part of the core deliverable, not extra polish.
8. Practical Habits & Mini-Workflows
8.1 A Simple Turnaround Workflow
- Finalize front view to an agreed level.
- Copy the front view’s baseline and rough in the side using the same head count and limb landmarks.
- Mirror and adjust for back view, respecting costume structure (e.g., closures, seams).
- Clean up line and add flat values or simple color.
8.2 Layer Breakdown Checklist
For each costume, consider:
- What is closest to the body (bodysuit, shirt, pants)?
- What is mid-layer (vest, tunic, robes, padding)?
- What is outer layer (coat, cape, armor plates)?
- What is add-on (belts, pouches, holsters, jewelry)?
Draw a simplified breakdown and label:
- Which layers are separate meshes.
- Which layers are texture/detail only.
8.3 Callout Sheet Routine
When preparing callouts:
- Zoom in on 3–6 key areas: head/helmet, chest emblem, hands/gloves, boots, one or two unique gadgets.
- Draw clean close-ups or isolate the area from the main view.
- Add arrows and short, clear labels for materials and functions.
8.4 Handoff Package Template
A basic costume handoff could include:
- 1 × Turnaround sheet (front/side/back).
- 1 × Layer breakdown sheet.
- 1–2 × Callout sheets for critical areas.
- 1 × Proportion reference (height, head count).
- 1 × Short text summary with any special instructions.
9. Exercises for Concept & Production Artists
9.1 For Concept Artists
- Turnaround from a Single Pose
Take a front-view costume you’ve already designed. Create matching side and back views, then check alignment. Notice where you had to invent structure you’d never thought about. - Layer Puzzle
Choose a complex costume from a favorite game. Sketch a layer breakdown showing what you think is separate geometry vs texture. Compare against any available model or concept breakdowns if you can find them. - Callout Translation
Take a heavily rendered concept (yours or someone else’s) and make a callout sheet: flatten noisy detail into clear material and function notes.
9.2 For Production Artists
- Turnaround Consistency Check
Pick a concept’s front/side/back and overlay them in your 3D package or a 2D tool. Identify misalignments and note which might cause modeling headaches. - Layer-to-Mesh Plan
Using a breakdown sheet, draft a plan for which layers will be separate meshes, which share materials, and how you’d set up UVs. Share with concept if you’d recommend any design tweaks. - Callout Validation
Take a costume’s callout sheet and build a quick material list. Note any ambiguities (“two different callouts say ‘metal’ but surfaces look different”) and propose clearer naming.
10. Closing Thoughts
Turnarounds, layer breakdowns, and callout sheets are the bridge between imagined costume and shipped asset. They ensure that what you design in 2D can be faithfully and efficiently built, animated, lit, and iterated on across the life of a project.
From Ideation → Iteration → Finals → Handoff, these tools:
- Keep teams aligned on what the costume actually is in 3D space.
- Reduce friction and guesswork in production.
- Preserve your design intent through updates, variants, and new content.
As you work, keep asking yourself:
“If I weren’t here to explain this costume, could someone build it just from my turnarounds, breakdowns, and callouts?”
If the honest answer is “yes,” then you’ve moved beyond just making cool pictures—you’ve delivered a true costume concept package that the entire team can rely on.