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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 />

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