CateArcher
Note: Focus on Silhouette!
- Your character should be identifiable from its silhouette
Creating Character Models for 3D Games
- You need high resolution sculpts
- You also need low res in game characters
What to look for in a high res sculpt
- How well did you interpret the original concept, or how well did you improve it
- How clean are your surfaces
- Did you follow basic design principles
- How good is your color theory
Thing to look for in a low res game character
- How clean is the edge flow
- How evenly spaced the topology is
- Can you create edge flow for deformation
- How well did you use UV space
- How nice are the texture maps
- How They used map resolution to their advantage
- Are the materials setup properly
What to put on one’s portfolio
- Include 2 or 3 really great characters
- Quality is king
- It’s better to have 1 or two great characters than a lot of mediocre ones
Using the Cate course to build one’s portfolio
Baby Steps
- Block out a head
- Then a hand
- Block out a cartoon character
- When you’re comfortable enough, block out a human character
- block out until you’re comfortable with the tools and process
Building and Sculpting
- Build clothing and accessories, sculpt in surface detail like facial features
Game Character Creation Phase
- Create new low res topology
- Create UVs
- Bake texture maps
- Suggest - make a bust only and take it all the way to the end
- There is a male bust mini-course
Character Design
Character Realism Spectrum
- Near the uncanny valley
- Uncharted
- Red Dead Redemption
- More Pixar Like
- Overwatch
- Smoother, bolder and simpler color pallets
- Disney Infinity
- Even simpler
- Larger more exaggerated shapes, simpler colors
- Hard flowing edges that guide one’s eye
- Ratchet and Clank
- Even simpler and more exaggerated than Disney Infinity
- Textures are more detailed
Especially in Film, Stylized Character but Realistic Textures
- Gru from Despicable Me
- Very stylized character
- Very detailed clothing textures
Mario
- Bold shapes
- Non realistic proportions
- Very few colors covering whole of an object - i.e. red for the shirt
- Mario’s silhouette is identifiable in nearly any pose
Even Simpler
- Monument Valley
- Character is made up of a few primitive shapes
Shape Language
- Find the simplest, boldest, least-complex shapes possible first
- Don’t subdivide too early
Primitive Shapes
- Some characters personalities can be described through simple shapes
- A character from blocks may be strong and stubborn
- Sharp angles and spikes might be devious
- Notice the repeating shapes and represent them in your designs
Round characters innocence, kindness, or cute
- Feminine, but not necessarily female
Square Characters
- Boring
- Stubborn
- Anger
- Stability, heroism, leadership
Triangular Characters
- Deviousness
- Cunning
- Evil
- Triangle pointing up might be a bottom heavy/fat character
- Triangle pointing down might represent a muscular or top heavy character
Mix and Match
- You may mix circles, and squares, and triangles to create your character
Have large shapes, medium shapes, and small shapes
- Diversity in design is important, and breaks up an area of low or high detail
Rhythm and Flow
- What are Rhythm and Flow
- How your eye flows around and through the character
- Also found on the interior of characters
- Anatomy for Sculptors book
- Look at the major ovals for muscles, and the flow they create
- Look at how hair flows with motion from characters
- Or watch good cape flow
- Often a posed character gives good flow where a turnaround character is rather flat
- In animation the flow is often called the Line of Action or LOA
- Good Resource: Griz and Norm’s 100 Tuesday Tips
- Preston Blair Animation by Preston Blair
Silhouette
- Try to make a character that is identifiable from several angles
- You should be able to tell if your character is male, female, thick, solid, etc. just from silhouette
- Maybe even young/old, or fully identify the character just from silhouette
- Team Fortress silhouette’s are excellent
- Coraline - Great silhouettes AND shape language
Straights Against Curves
- The top of the thigh - curved in front, straight in back
- The calf, curved in back, straight in front
- You add interest by using opposing shapes
- Glen Keane’s Notes on Tangled
- Looking at a woman’s profile when she’s stretching backwards
- The stomache is curved, the lines of the breast are straight
- The line of the head and neck are straight
- Knees and shins are straight, flowing into the curve of the feet
Variety and Interest
- There needs to be a good balance between unity and variety
- Elements need to be enough alike so we perceive them as belonging to the same object
- They need to be different enough to be interesting
- It’s a fine balance
- Try to find extra ways to add chaos, while avoiding repetitive patterns
- Do This Not That Examples
- Change size and color
- S curves instead of parallel lines
- Vary curves and direction
- Change a surface’s thickness
- Stroke variety
- Areas of Detail and Rest
- Asymmetry is more interesting than symmetry
Simplification and Exaggeration
Simplification
- Taking something complex and making less of it
- Alice’s dress in wonderland
- It would normally have lots of buttons down the front
- In a cartoon there are fewer, larger buttons
- Neck ruffles and other busy details are simplified as well
- It is easier to simplify a realistic character than an already cartoony character
- There is already a lot of detail in a realistic character
Exaggeration
- Mostly found in caricature
- Take large things and make them larger, and make small things smaller
- Don’t be afraid to push things
- You can always go back if it’s not working
Proportions
- Proportion is the relative size of parts of a whole
- Characters are usually measured in heads
- Leonardo’s Notes on ** Vitruvian Man**
- An ideal figure is 8 heads high
- An average person is 7.5 heads tall
- Heroic proportions are closer to 8.5 heads tall
- Find a good proportion chart for characters of all ages
- Proportions change based on age
- Anime proportions are even more exaggerated
- A tall female may be 9 heads tall
- Chibis have a huge head and very small torso
- Griss and Norm have a fantastic proportion chart
- The takeaway is to know what proportions are and how to use them for the look you’re going for
- Andrew Loomis - Has a great proportion chart
- How to Draw the Marvel Way
- Covers superhero proportions
- Disney Princesses are usually 5 heads tall
- Disney Infinity
- If girls are five heads tall, guys will usually be 6 heads
Blockout
Goals
- Proportion. This is the number one rule to focus on
- Measure using heads
- Sculpt what you see, not what you know
- Shapes
- Look inside the character
- Look for small, medium, and large shapes
- The goal is to define the volumes and surface structures, not to detail
- It’s a good idea to block out a nude human at some point
- Humans are the most difficult to get right
- Hair and clothing
- Block out the larger shapes first
- Especially true if the clothing has a lot more volume than the character
- Thin clothing like capes can wait until later, unless you want to study the silhouette with a cape
- Joint transitions
- Do not make the joints look like sausages
- Make the transitions smooth
- Overlap, a lot