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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

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