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Xanthe Sincl air<br />
CHARACTER<br />
ARTIST
About<br />
I am a 3D char acter ar tist specialising in<br />
both stylised and r ealistic char acter s<br />
for r eal-tim e gam e envir onm ents. I also<br />
have exper ience with 2D ar t and r igging.<br />
I enjoy digital sculpting, textur ing and<br />
gam es. I?m always willing and eager<br />
lear n new techniques and softwar e to<br />
fur ther develop m y k nowledge and<br />
sk ills.
TABLE OF<br />
CONTENTS<br />
INTRODUCTION ...PAGE 4 AIMS AND OBJECTIVES ...PAGE 5<br />
EXPERIMENTATION ...PAGE 6<br />
COMPETITION ...PAGE 8<br />
SEEKER ...PAGE 10<br />
JUNK WARZ ...PAGE 12<br />
COLLABORATION ...PAGE 20<br />
EAST ...PAGE 16<br />
MEASURINGMY WORK ...PAGE 22<br />
CONCLUSION ...PAGE 23
INTRODUCTION<br />
In m y final pr oject, m y m ain goal is to im pr ove m y char acter m odelling and design<br />
sk ills, as well as exper im ent with differ ent styles. M y chosen r ole is as a char acter<br />
ar tists for gam es, I want to be flexible in ter m s of style so that m y sk ills ar e tr ansfer able<br />
between low poly m obile gam es and m or e r ealistic AAA gam es. M y plan is to cr eate a<br />
var iety of solid char acter pieces for m y por tfolio, including design, m odelling,<br />
textur ing and pr esentation at a gam e-r eady r esolution.<br />
In addition to m y chosen r ole of Char acter Ar tist, I want m y secondar y r ole to be as a<br />
char acter designer , so I intend to wor k on som e char acter s of m y own design. I think<br />
design sk ills ar e im por tant as a char acter ar tist because som etim es even when given a<br />
concept to wor k fr om , you m ay have to fill in the blank s in case you ar e not given a<br />
back view of the char acter as well as having to m ak e design changes to a concept if it<br />
doesn?t tr anslate well into 3D. I also want to wor k on r igging, because it will help with<br />
the posing of the char acter s.<br />
The pr esentation of m y final pieces will include tur ntables, sever al posed beauty shots<br />
and technical br eak downs of the topology and textur es. Each char acter will have a 3D<br />
viewer using either M ar m oset Toolbag or Sk etchfab, m ak ing them inter active so that<br />
the viewer can m ove the m odel ar ound and see it r ender ed in r eal-tim e.<br />
4
AIMS AND OBJECTIVES<br />
M y FM P is br ok en into 3 m ain com ponents. Com peti ti on , Col l abor ati on and Per son al<br />
wor k .<br />
-<br />
The com petition pr oject is for Sear ch For A Star pr esented by Gr ads in Gam es,<br />
which has m ultiple categor ies for students to enter. For the Char acter Ar tist<br />
categor y I?m planning to design and m odel a char acter accor ding to their br ief. I<br />
star ted this pr oject over Chr istm as as the deadline is in Januar y.<br />
- For collabor ation I?m going to be wor k ing on a gam e pr oject for m y classm ate<br />
Victor , in which I?ll be designing and m odelling a few char acter s.<br />
- In addition to this I want to wor k on a couple of char acter s that fit m y per sonal style<br />
either using m y own concept ar t or pr eexisting concepts. This will be an<br />
oppor tunity to fill in gaps in m y por tfolio, such as cr eatur es and har d edge<br />
m odelling.<br />
Som e of the aspects of m y wor k I want to im pr ove, based on feedback fr om industr y<br />
contacts and cour se leader s, ar e over all polish of textur ing and pr esentation, har d edge<br />
m odelling and in-engine m ater ial setup.<br />
5
6
EXPERIMENTATION<br />
For som e of m y sm aller pr ojects I<br />
wanted to focus on im pr oving m y<br />
fundam ental sculpting and textur ing<br />
sk ills to help solidify m y wor k flow for<br />
other pr ojects. To show m or e var iety in<br />
m y sculpts I decided to wor k on two bust<br />
char acter s, an asian m ale and an old<br />
fem ale. I chose to do busts instead of full<br />
body char acter s so that I could just focus<br />
on the face.<br />
I also wanted to pr actice sculpting older faces<br />
with wr ink les, so I chose to do a study of<br />
Fr ances Conr oy?s char acter fr om Am er ican<br />
H or r or Stor y. W hen sculpting the wr ink les I<br />
had to think about how the sk in would m ove<br />
and fold. This pr oject helped m e im pr ove m y<br />
anatom y because I had to identify fat pock ets<br />
and softer ar eas on the face to ar e m ost lik ely to<br />
sag and be affected by gr avity over tim e.<br />
Although I have done r ealistic sk in textur ing in<br />
the past, I found that focusing on just the face<br />
helped m e to solidify m y wor k flow, which is<br />
m ostly based on a video by M agdalena Dadela.<br />
The fir st was to focus on pr acticing<br />
m ale faces as well as look ing at<br />
differ ent ethnicities, so I chose to do a<br />
lik eness of Tony Thor nbur g. In this<br />
pr oject I also tr ied a differ ent m ethod<br />
of gener ating hair using ZBr ush?s<br />
Fibr em esh, which I found difficult to<br />
wor k with com par ed to M aya?s XGen.<br />
7
COMPETITION<br />
Pandora<br />
?10 year s after the air<br />
on Ear th becam e too<br />
polluted to br eathe and<br />
the last sur viving hum ans<br />
r etr eated into<br />
under gr ound bunker s, a<br />
gr oup of scientists<br />
ventur e into the desolate<br />
wasteland. Pandor a,<br />
tr ained as a biologist and<br />
later as a doctor , has<br />
found a way to r ever se<br />
the effects of air<br />
poisoning using plants as<br />
a pur ifier . She scavenges<br />
the wasteland, gather ing<br />
any newly spr outing<br />
vegetation to pr otect<br />
them fr om the har sh<br />
envir onm ent.?<br />
8
I decided to enter a com petition pr esented by Gr ads in Gam es<br />
because I thought it would be a good way to get m y ar t out ther e and<br />
to inter act and get feedback fr om industr y. The deadline is in Januar y<br />
which leaves m e with just over a m onth to com plete a char acter of<br />
m y own design.<br />
H ead Sculpt<br />
I chose to design a char acter based on one of the br ief pr om pts; ?a<br />
cyber punk scientist in a post apocalyptic wor ld?. I found the design<br />
pr ocess quite challenging as I only had a few days to com plete it, but<br />
I?m quite happy with the design I chose consider ing the tim e<br />
r estr aints.<br />
H aving seen the other entr ies I r ealised that I was pr obably a bit<br />
over ly am bitious with m y char acter , as m ost people had done m or e<br />
stylised, sim plistic char acter s. H owever this paid off because I m ade<br />
it into the finals, pr obably because I attem pted m or e advanced<br />
techniques than the other contestants.<br />
Clothing m ade with M ar velous<br />
Designer<br />
In Apr il I attended the event held in Sheffield and had the<br />
oppor tunity to inter view with lead ar tists fr om Sum o Digital and<br />
nDr eam s as well as networ k with m any other gam e developm ent<br />
com panies. I cam e second in the com petition, which I?m pr oud of<br />
consider ing I didn?t expect to m ak e it into the finals. Over all I lear nt a<br />
lot thr ough this exper ience and gained som e m uch needed inter view<br />
exper ience and helpful feedback fr om industr y pr ofessionals. Sum o<br />
Digital also invited m e back for a follow up job inter view.<br />
Subsur face Scatter ing on face<br />
textur e<br />
9
After doing the com petition piece which<br />
was ver y detailed and r ealistic, I decided<br />
to tr y som ething a lot m or e sim ple. I<br />
chose som e concept ar t by Dani Diez<br />
because I thought it was ver y differ ent to<br />
m ost char acter designs I had seen, in the<br />
shapes, body types and colour palette. I<br />
feel that this will stand out and show<br />
ver satility in m y por tfolio. H aving done<br />
som e shor ter pr ojects in the por tfolio unit<br />
with som e success, I decided to give<br />
m yself about two week s to finish this<br />
char acter.<br />
I lear nt som e new techniques I hadn?t<br />
tr ied befor e dur ing this pr oject, such as<br />
painting alpha/ opacity in Substance<br />
Painter for the spell as well as painting<br />
stylised em issive m aps for the glowing<br />
par ts.<br />
SEEKER 10
11<br />
Concept ar t By Dani Diez
H aving m ade sever al stand alone<br />
char acter s, I decided that I wanted to<br />
wor k on a lar ger , m or e involved pr oject. I<br />
want to explor e non-hum an char acter s in<br />
this pr oject because I don?t have any in<br />
m y por tfolio. I decided to cr eate a gr oup<br />
of char acter s that would exist in the sam e<br />
wor ld and com plim ent each other. I have<br />
done a lot of r esear ch into<br />
post-apocalyptic/ wasteland them es for<br />
m y com petition entr y, but I feel lik e it?s<br />
som ething I haven?t fully explor ed in m y<br />
own wor k and want to push it fur ther. For<br />
this pr oject I intend to design and<br />
pr oduce a m odel of a hum an, a cr eatur e,<br />
and a r obot. H owever I will focus on the<br />
hum an and cr eatur e at fir st, and if I find I<br />
have tim e leftover befor e the deadline, I<br />
will tr y to do the r obot as well.<br />
I cam e up with a theor etical gam e-wor ld<br />
in which the char acter s would exist.M y<br />
m ain influences for this wor ld is M ad<br />
M ax, Tank Gir l, Bor der lands and the<br />
Fallout Ser ies.<br />
W or l d Bu i l d i n g<br />
In this pr oject I want to think m or e<br />
about the envir onm ent and how it<br />
would affect the design of the<br />
char acter s. This is quite daunting<br />
because ther e ar e a lot of aspects that I<br />
didn?t think about initially, but after<br />
doing som e r esear ch on wor ld building<br />
I found a list of questions that help<br />
solidify the state of the envir onm ent.<br />
This helped m e to think about things<br />
lik e r eligion, m or als, housing, etc.<br />
(Refer to Developm ent in blog)<br />
"The wor ld is post apocalyptic,<br />
hum ans have left cities abandoned<br />
due to nuclear war and live<br />
nom adic lifestyles, for aging and<br />
scavenging to sur vive. The<br />
wasteland in inhabited by<br />
nom adic tr ibes and gangs, m ostly<br />
scavenger s hunting and selling<br />
found objects. Tr ade is ver y<br />
com m on, although no one r eally<br />
tr usts each other . Ther e ar e also<br />
anim als, som e danger ous and<br />
som e dom esticated. M any people<br />
choose to r ide cer tain anim als due<br />
to other for m s of tr anspor t<br />
(m otor bikes) being scar ce. Som e<br />
of the anim als have been m utated<br />
by the r adiation. "<br />
12
As char acter design is the foundation<br />
of a successful char acter m odel, I?ve<br />
given m yself a fair am ount of tim e to<br />
wor k on the designs.<br />
For the hum an char acter , I?m designing<br />
a young fem ale who has to be r esour ceful<br />
in or der to sur vive a har sh envir onm ent<br />
DESIGN WORK<br />
13 8
14 Creature Sculpts
At this stage I decided that this pr oject wasn?t going in the dir ection I wanted and fr om<br />
the feedback I got fr om industr y saying that it wasn?t going to enhance m y por tfolio. I<br />
decided to instead spend the r est of m y tim e wor k ing on som ething that would add<br />
m or e to m y por tfolio.<br />
15
For the tim e I had r em aining on m y FM P,<br />
I wanted to wor k on a char acter that<br />
would allow m e to pr actice clothing and<br />
hair , which I feel ar e ar eas that I str uggle<br />
with. I chose to use a concept by Paige<br />
Car penter of a Per sian r ogue pr ince. I<br />
lik ed this design because it has a lot of<br />
detailing on the clothing and patter ns<br />
which I think would be inter esting to<br />
textur e,<br />
Stylistically, I wanted to achieve<br />
som ething sim ilar to the char acter<br />
m odels in Assassin?s Cr eed; Or igins. The<br />
faces wer e pr im ar ily sculpted by Eugene<br />
Fok in, whose wor k is a big inspir ation.<br />
EAST<br />
16<br />
Concept ar t By Paige Car pener
Another goal for this pr oject was to cr eate a r ealistic hair shader in M ar m oset toolbag,<br />
using anisotr opic highlights. I star ted off by using M aya?s XGen to gener ate str ips of<br />
polygons that I could then place an alpha textur e on to cr eate the illusion of hair. To cr eate<br />
the alpha m aps I tr ied a new technique using Substance Painter ?s pr ocedur al fur<br />
gener ator and m odifying it to cr eate an opacity m ap. This wor k ed out m uch better than<br />
pr evious hair wor k flows I have tr ied, lik e handpainting in photoshop or bak ing out str ands<br />
onto planes using Zbr ush?s Fibr em esh. Although I?m happy with this wor k flow, I still want<br />
to wor k on the placem ent of the hair car ds because ther e ar e still som e gaps visible.<br />
17
14
15
COLLABORATION<br />
Textu r i n g for Sam Fr an ci s<br />
I wor k ed on som e textur es for Sam ?s anim ation<br />
pr oject. H e gave m e a couple of objects that he<br />
m odelled and a detailed explanation of how he<br />
wanted them textur ed.<br />
In the end I textur ed a char acter , a couple of r opes<br />
and a ster eo. I used Substance Painter to cr eate the<br />
textur es. I found that with textur ing the ster eo in<br />
par ticular I had to be awar e of the r eadability of the<br />
differ ent m ater ials, for exam ple the m esh cover ing<br />
on the speak er s r equir ed a lot of adjusting to m ak e it<br />
look 3D using only opacity and gloss m aps. I also had<br />
to add little details using nor m al m aps, such as the<br />
seam ar ound the cassette dr awer , buttons and a lot of<br />
wear so that it look ed lik e it had been dr agged<br />
ar ound the deser t.<br />
18<br />
Models by Sam
Char acter Desi gn for Vi ctor M cCal l u m<br />
Victor ask ed m e to design and m ak e char acter s for his team ?s<br />
gam e pr oject, 'Blu'. This pr oject was a bit out of m y com for t<br />
zone because I haven?t had m uch exper ience wor k ing in the<br />
style that he wanted, which was m or e sim plistic and cutesy. I<br />
enjoyed exper im enting with differ ent ar t styles and tr ied to<br />
send the gr oup a r ange of styles to choose fr om since they<br />
wer en?t clear on what they wanted out of the design. I?m happy<br />
with the designs I cam e up with and m ight tr y m odelling one of<br />
them for a per sonal pr oject in the futur e.<br />
M y task was to design the her o char acter , M addison, and a<br />
enem y char acter , an anthr opom or phic wolf and his m inions,<br />
based on a char acter sum m ar y they gave m e. After sever al<br />
iter ations we went for a blue ball-jointed doll.<br />
19<br />
Final Concept
MEASURINGMY WORK<br />
W hen m easur ing m y wor k m y m ain point of r efer ence is m y pr evious wor k . M y m ain<br />
goal is ensur ing that I?m im pr oving m y sk ills and getting better with ever y char acter I<br />
m ak e, r ather than com par ing m yself to industr y pr ofessionals who have been wor k ing in<br />
the industr y for year s to im pr ove their sk ills.<br />
Som etim es I wor r y that I?m stagnating or not im pr oving at a fast enough r ate, but when I<br />
com par e m y cur r ent wor k to wor k that I did 2-3 year s ago I can see huge pr ogr ess. Even if<br />
m y wor k doesn?t show significant im pr ovem ent fr om pr oject to pr oject, I still think m y<br />
k nowledge of the industr y and wor k flows is developing constantly.<br />
I also r elied a lot on feedback fr om peer s, tutor s and industr y contacts. I found that<br />
posting pictur es of m y wor k in pr ogr ess online and getting feedback helped to m otivate<br />
m e and k eep m e on the r ight tr ack .<br />
I found that thr oughout the pr ocess of the year som e of the m ost helpful feedback on m y<br />
por tfolio was fr om inter views with Fr ontier Developm ents, Sum o Digital and nDr eam s. I<br />
discover ed that som e pieces that I wasn?t sur e I wanted to show in m y por tfolio wer e<br />
actually favour ed by the inter viewer s. This showed m e that char acter ar t is always<br />
objective, and even if I don?t feel confident in a piece of wor k it?s still wor th putting it out<br />
ther e to r eceive feedback as it m ay show a sk ill that a par ticular em ployer is look ing for.<br />
20
CONCLUSION<br />
Over all I?m pleased with the body of wor k I?ve cr eated<br />
over the cour se of m y FM P, even the pr ojects that didn?t<br />
wor k out the way I hoped they would still pr oved to be<br />
helpful in lear ning what sk ills I needed (and didn?t need)<br />
to develop to have a successful car eer in the gam es<br />
industr y. I m et m y objectives, which wer e pr im ar ily to<br />
cr eate a r ange of differ ent types of char acter s and<br />
solidify m y wor k flow.<br />
Thr ough the wor k I developed and talk ing with industr y<br />
connections I am now confident that m y wor k flow is<br />
industr y standar d and that I have a good gr asp on the<br />
char acter ar t pipeline<br />
FUTURE PLANS<br />
20<br />
The m ain goal I had for m y FM P was to be able to leave<br />
Ravensbour ne with a str ong, em ployable por tfolio. I had<br />
sever al inter views with gam e com panies over the final<br />
few m onths of m y cour se, which r esulted in two offer s<br />
fr om Fr ontier Developm ents and Sum o Digital. I<br />
par ticular ly enjoyed m y inter view at Fr ontier<br />
Developm ents, so I was ver y excited to accept a r ole as a<br />
Gr aduate Ar tist ther e, which I will be star ting in July.
BIBLIOGRAPHY<br />
Pg.11<br />
[im age] Seek er , Dani Diez (2017) https:/ / www.danidiez.com /<br />
Pg.16<br />
[im age] Assassin?s Cr eed Or igins, Eugene Fok in (2017)<br />
https:/ / www.ar tstation.com / ar twor k / AG32V<br />
[im age] East, Paige Car penter (2016) http:/ / paigecar penter.com /<br />
Pg.18<br />
3D M odels by Sam Fr ancis<br />
https:/ / anar elen.ar tstation.com /<br />
Instagr am : @anar elen<br />
xanthesinc@gm ail.com