Difference between revisions of "Category:Character"
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All about character art for games. | All about character art for games. | ||
− | + | == Pages in This Category == | |
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− | == | + | == Character Process == |
+ | Game characters are usually designed by a [[Category:Concept|Concept Artist]] working with an Art Director or Lead Artist. A concept is a much quicker way to make large changes, helping them discover the optimal character design. | ||
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+ | For most modern game characters, a high resolution model is created with many millions of polygons using a combination of a [[Category:Tools#Main_3D_Software_Packages|3d modeling package]] (i.e. 3ds Max, Maya, Modo) and a [[Category:Tools#A3D_Sculpting_Software|sculpting package]] (ZBrush, Mudbox). These high resolution models are usually modeled over into a low resolution version (a process called [[Category:Tools#Re-Topology_Software|retopologizing]]) or otherwise reduced down to a more usable in-game resolution. | ||
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+ | The high resolution model is usually converted into a [[NormalMap|normal map]], which is a texture that stores not colors but rather mathematical vectors (a math thing that is a direction and distance in 3d space) that indicate what direction each pixel is facing, so effectively each pixel is kind of like a vertex. The "normal" in normal map comes from the term "normalized vector" which is a special kind of vector (a vector whose distance is always 1). | ||
+ | There are other kinds of [[Category:TextureTypes|texture maps]] that get used, but normal maps are a bit unique in that they are storing information related to the shape, rather than the color or material. Since these are pretty much impossible to accurately paint by hand, as they're a mathematical representation of something, people usually use a high resolution model and "bake" or "project" the normals from the high poly (where each vertex has a discrete normal) down to a texture that can be applied to the low poly. | ||
== More Information == | == More Information == |
Revision as of 06:49, 3 July 2012
Category Character
All about character art for games.
Pages in This Category
Character Process
Game characters are usually designed by a working with an Art Director or Lead Artist. A concept is a much quicker way to make large changes, helping them discover the optimal character design.
For most modern game characters, a high resolution model is created with many millions of polygons using a combination of a (i.e. 3ds Max, Maya, Modo) and a (ZBrush, Mudbox). These high resolution models are usually modeled over into a low resolution version (a process called) or otherwise reduced down to a more usable in-game resolution.
The high resolution model is usually converted into a normal map, which is a texture that stores not colors but rather mathematical vectors (a math thing that is a direction and distance in 3d space) that indicate what direction each pixel is facing, so effectively each pixel is kind of like a vertex. The "normal" in normal map comes from the term "normalized vector" which is a special kind of vector (a vector whose distance is always 1).
There are other kinds of that get used, but normal maps are a bit unique in that they are storing information related to the shape, rather than the color or material. Since these are pretty much impossible to accurately paint by hand, as they're a mathematical representation of something, people usually use a high resolution model and "bake" or "project" the normals from the high poly (where each vertex has a discrete normal) down to a texture that can be applied to the low poly.
More Information
Subcategories
This category has the following 3 subcategories, out of 3 total.
Pages in category "Character"
The following 15 pages are in this category, out of 15 total.