Digital Character Creation for Video Games and Collectibles

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This book covers the process of creating digital characters for videogames as well as for 3D print and collectibles. It looks at character asset creation for high-end AAA console games as well as asset creation for legacy devices and the ever-growing mobile gaming industry. Lastly, it covers creation of figurines for 3D printing and collectables.

The book provides a step-by-step walk through of creating these assets at an industry level standard. It includes the necessary theory that you need to understand how to be an effective character artist, but primarily focuses on the practical skills needed for creating character assets in the modern games and collectibles industries.

This book will be of great interest to all beginner and junior character artists currently working in the gaming or collectable industry or looking to enter these industries. There is also relevant content in the highly detailed examples for people currently working in the industry and looking to pick up a few new tips, tricks and knowledge.

Author(s): Samuel King
Publisher: CRC Press
Year: 2023

Language: English
Pages: 177
City: Boca Raton

Cover
Half Title
Title Page
Copyright Page
Table of Contents
Chapter 1.0: Introduction
1.1 What is a character artist?
Chapter 2.0: Who is this book for?
Chapter 3.0: What is character art?
3.1 Gaming
3.1.1 What is concept art, rigging and engine integration, you may ask?
3.2 Collectibles
Chapter 4.0: The industry: Past, present and future
4.1 Gaming
4.2 Collectibles
Chapter 5.0: Core artistic skills
5.1 Anatomy and proportions
5.1.1 Proportions
5.1.1.1 Example 01: Proportions and splitting the body into measurements of heads
5.1.2 Anatomy
5.1.2.1 Anatomy – Muscles
5.1.3 Other tips and tricks to learn anatomy
5.1.4 Conclusion
5.2 Fabrics
5.2.1 Cloth folds: The primary types of folds
5.2.2 Application in digital sculpting
5.2.2.1 Example 01
5.2.2.2 Example 02
5.2.2.3 Example 03
5.2.3 Conclusion
5.3 Lighting
5.3.1 Lighting – Terminology
5.3.2 Conclusion
5.4 Colour theory and values
5.4.1 Value
5.4.2 Colour and saturation
5.4.2.1 Hue and colour combinations
5.4.2.2 Colour relations and combination
5.4.3 Complimentary colour
5.4.4 Monotone and more
5.4.5 Analogous
5.4.6 Colour temperatures
5.4.7 Conclusion
5.5 Design principles
5.5.1 Silhouette
5.5.2 Shape hierarchy
5.5.3 Level of detail: Areas of detail and rest
5.5.4 Lines in composition and focal points
5.5.5 Conclusion
5.6 Materials
5.6.1 Conclusion
Chapter 6.0: Tools!: The modern digital artist toolbox
6.1 Software
6.2 For games
6.3 For collectibles
6.4 Hardware
6.5 Conclusion
Chapter 7.0: Technical Example 01: High-detailed PBR game character
7.1 Concept
7.1.1 Sculpting – Which method is best?
7.2 Blockout sculpting
7.2.1 Blockout sculpt
7.2.2 Final blockout sculpt
7.3 A method for creating high polygon hard surface armour
7.3.1 Refining sculpt and detailing
7.4 Completion of high polygon and preparing for retopology
7.5 Retopology
7.6 UVs
7.7 Baking
7.7.1 Normal map
7.7.2 BentNormal map
7.7.3 Curvature map
7.7.4 Cavity map
7.7.5 Ambient occlusion map
7.7.6 Position map
7.8 Texturing
7.9 Materials
7.9.1 Checking your textures
7.10 Presentation
7.11 Conclusion
Chapter 8.0: Technical Example 02: Hand-painted character prop
8.1 Concept
8.2 Sculpting
8.3 Retopology
8.4 UV unwrap
8.5 Baking
8.6 Texturing
8.6.1 3D-Coat
8.7 Final presentation
8.8 Conclusion
Chapter 9.0: Technical Example 03: Figurine sculpt for collectibles and 3D printing
9.1 Concept
9.2 Blockout sculpt
9.3 Sculpting
9.4 Splitting
9.5 Keys
9.6 Prepping for 3D print
9.7 Final renders and 3D prints
9.8 Conclusion
Chapter 10.0: Your portfolio
10.1 An overview
10.2 Curation
10.3 What do I need to show in my portfolio?
10.4 Your portfolio: characters for games
10.5 Your portfolio: characters for miniatures and figurines
10.6 Final thoughts
Chapter 11.0: Work life
11.1 Introduction
11.2 Working in a studio
11.3 The independent artist: the freelancer
11.4 Running your own business
Chapter 12.0: The industry
12.1 Gaming
12.1.1 What to expect – From entry level to art director
12.1.2 Entering the industry – Life as an entry level or junior character artist
12.2 The progression to senior and lead artist
12.3 Art director or production designer
12.4 Are you in the right skill set? Moving teams
12.5 Keeping up with technology and techniques
12.6 Game project cancellations
12.7 Burnout, keeping motivated and having a long career
12.8 Collectibles
12.8.1 Working small, then moving to big
12.9 Working alone, being your own boss and developing skills
12.10 Pose, appeal and physicalS
Chapter 13.0: Other skills
13.1 Timekeeping, focus, communication and more
13.2 Communication
13.3 Timekeeping
13.4 Focus and self-learning
Acknowledgements
Glossary
Index