Difference between revisions of "Character"

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(Character Examples: more examples, finesse)
(What is a Character?: clarfied the summary, more matter-of-fact to translate better for the international audience, list of techniques.)
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== What is a Character? ==
 
== What is a Character? ==
There are playable and non-playable characters (NPCs). Hero characters, which are typically provided extra visual fidelity, and characters which are deemed less important. There are animals, invented creatures, monsters, minibosses, and final bosses. Basically, if it moves and it isn't a vehicle, weapon, part of the environment or the user interface, it's probably a character.
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Characters are models in a game which represent humans, animals, monsters, spirits, etc.
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The game player controls a "playable character" (PC) while the game controls "non-playable characters" (NPCs). Hero characters typically have extra detail, while the rest use lower resolution models and textures, to save production time and increase [[:Category:Rendering|in-game performance]].  
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Characters are designed as [[Character_Concepts|concepts]], [[CharacterSculpting|sculpted]] to create form and details, [[ReTopologyModeling|re-topology]] modeled for in-game use, [[TexturingTutorials|textured]] and [[Shaders|shaded]] to create color and surface materials, [[Rigging|rigged]] to a skeleton, and [[Animation|animated]] to move and act.
  
 
== Character Process ==
 
== Character Process ==

Revision as of 08:36, 16 March 2015

Character art for games.

What is a Character?

Characters are models in a game which represent humans, animals, monsters, spirits, etc.

The game player controls a "playable character" (PC) while the game controls "non-playable characters" (NPCs). Hero characters typically have extra detail, while the rest use lower resolution models and textures, to save production time and increase in-game performance.

Characters are designed as concepts, sculpted to create form and details, re-topology modeled for in-game use, textured and shaded to create color and surface materials, rigged to a skeleton, and animated to move and act.

Character Process

Characters for games are usually created as a group effort, involving an Art Director, Concept Artist, and at least one Character Artist. Concept art is almost always used as the starting point because it's a more loose, fast, and efficient way to iterate and find the best character design than 3D.

For most modern game characters, a high poly model is first created using a combination of modeling and digital sculpting software. These high resolution models are later modeled over, or retopologized, into the game resolution, or low poly model.

The surface details from the high poly model are transferred to the in-game model using textures and Shaders though a process called baking. This baking process can generate a variety of texture maps that help fool the eye into believing the in-game model has more modeled detail than it actually has. The most common of these texture maps are Normal map, and AmbientOcclusionMap.

Character Examples

More Information


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