draw
paint
model
texture,light
rig
animate
interactive art
changing technology
world building
not just play worthy but also watch worthy-esports
artist tech jobs that particularly dont require strong drawing skills
video games did not become art heavy until about 1995.
with toy story, 3d came to movies and to games a little bit after that.
3d movements from current location - forward, backward,up,down,left,right - 6
during the game, based on gameplay 3d geometry is rendered.
3d video game render rate: 30 fps
space and speed are limitations
portfolio for artist is a resume, text not needed.
demo reel for animator is a resume.
working game for game designer is a resume.
integrate photos into pictures
studio
pipeline
role and the skill depth needed for the role depends on the size of studio
on an average it takes 125 artists, about 2 years to make an entire console game.
heavily overworked industry
job security depends on success of product.
usually artists move on after making a game even though its successful for want of fresh experiences.
character model is the outside mesh.
3d model is the full object.
texture is creating structure, more detailed texture is created using normal map which fakes the lighting of bumps and dents by remembering depth information.
Art needs practice, every day and for years.
Drawing is artists alphabet
Drawing is also a way to communicate with others.
Concept artist draws static pose with attention to character details.
An illustrators focus is not exactly on details but key poses and telling the story.
Animator hardly renders the character, uses stick figure and checks gesture,posture and perspective.
More drawings as ideas get rejected a lot and lesser painting or 3d modelling happens.
Key art or previz is drawn to communicate overall scene or level to all.
Animators draw to show motion, keyposes mostly gesture drawings that take 1 minute to draw. These drawings dont have to be finished to show motion/attitude.
Storyboards are drawing to show progress of the story. They are a process.
Sharp 2b and hb sharp Pencil,putty,plastic eraser.
A playable 3d character model has about 5000 polygons.
Maya high resolution models take upto 150k polygons , whereas zbrush can go till billions.
Environment artist takes the approved concept art for env and creates model in 3d modelling software and hands over to level designer for putting it in the game engine.
Details can be created for a model during texturing and normal map creation.
Env artist should keep in mind the polygon budget of target console and his env.
A displacement is a texture that gives movement related information to the object.
Just like a drawing is painted a 3d model is textured.
A model is textured by creating a flat 2d image and applying color in 2d photo editing software like gimp.
Texture maps have info on how shiny, bumpy or transparent the area is.
3d model is unwrapped to a 2d UV map.
The painted uvmap is reimported into 3d model using material editor.
Games provide mods for creating levels,sims etc which is good background for 3d modelling.
Character animator identifies the object to be animated and let it known to the game engine by setting properties such as wind, gravity and set values such as wind speed.
The book the illusion of life has 12 principles of animation.
Bones are built into model while rigging associating the mesh and the bone. Computer looks for bone closest to its vertex and assigns that vertex to the bone.
Bones are heirarchical. Ex: walk begins with thigh,knee and foot.
Human body has >200 bones.
Cyclic animations like walk,run,idle happen at the same place.
The last frame of action animation loke jump should be the 1st frame of cycle animation.
Cut scenes are put in game to further the story elements.
In 3d animation, the skeleton is moved and computer generates the body. In traditional entire character is moved.
Key poses and timing is what makes the animation good.
generic biped rig is moved on the character for easy fast rigging.
Uiartist job is very demanding and less alluring,a good entry level job.
He works on heads up displays..huds.., intro scenes, character selection,map selection,health meter,ammo counter...works closely with ui programmer in the game engine. ui should be undistracting but available fast when needed. Shape,space,color,texture.
Uiart is created in a vector based software like inkscape.sometimes ui art also needs vfx.
Marketing art sells the game and hence highly polished. Trailers, posters, viral commercials,magazines, ads. World of warcraft is the world s widely popular video game.marketing artist works for the beand manager is not part of production team.
Key message, icon, goes along with ma.
Color theory.
Being an artist is a life long pursuit. There is always a next level your art can be taken to.
Art needs freedom which is not possible much in big studios due to deadlines, approval differences.
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