3D World

Game character art

Baj Singh shares his character production workflow, from concept design to final modelled game asset

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Baj Singh shares his working process from design to final game asset

This character was created for the Comic- con Challenge 2014 on gameartisa­ns.org. I was going to create a variation of the DC villain Victor Zsasz ( using Rutger Hauer as a model, based on his performanc­es in The Hitcher and Blade Runner).

After some sketching, I found I wasn’t happy with the original direction I was taking though ( I might take another crack at him in the future) and so after mulling it over, I decided to do a Deathstrok­e variation instead.

The tools for creating character art have evolved significan­tly over the past few years, with more and more programs available that help speed up or automate the character production process.

This training explores the world of creating game-ready character art, but would be useful for any game art

This workflow overview should be helpful for anybody who wants to explore the world of creating game-ready character art, in fact this training would be useful for any type of 3D game art, as parts of this workflow are applicable to environmen­t artists, weapon artists and so on) as I cover the core steps that I take to achieve the final result. However, keep in mind that this is just one workflow. To get an overview of character creation techniques, I advise you to visit online forums such, gameartisa­ns.org, as well as search out other tutorials to fully explore the different methods of game art production. For all the assets you need, go to www.3dworldmag.com/vault

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