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  The Dust of Everyday Life: The Art of Building Characters
by Takayoshi Sato [Design, Art, Game Developer Magazine]
13 comments Share on Twitter Share on Facebook RSS
 
 
February 18, 2010 Article Start Previous Page 3 of 5 Next
 

Finding Subtlety

After understanding everything about your characters, the next step is determining how to reflect this character in computer graphics. Like the little smirk in the story above, you should find signs that can reflect the inner emotion.



Figure 3: The woman below has been given a stretched mouth to reflect her deeper character.



See Figure 3 for an example of these subtleties. The image on top is a typical mouth shape to be used in production -- easy to rig and weight.

The image on the bottom has some good subtlety that shows her personality and history. She was not happy with her small lips, and always tried to make them wider. It became natural after years of trying.

As another example (Figure 4), eyes change when a person focuses intently on an object.

Probably the muscles around the eyes tighten so they can adjust the focus -- there is a huge change of impression when the eyes focus, even though there's not much change in shape.


Figure 4 shows the difference in expression when the eye focuses intently on an object.

Flow

It's now the era of ZBrush. Especially in the game industry, details of 3D models are increasingly crafted in ZBrush, so the flow and edges of a surface can be modeled like clay, using a polygon structure. (I would not like to call this an edge loop, because the concept for edge loops deals with subdivision and tessellation, whereas polygon structure is meant for flows like this.)

An edge needs to go along a contour, and since one polygon can only share four edges, it's a challenge like a puzzle. Ultimately you need to pick some edges and throw some away to maintain the quad polygons.

I would say this is the most painful process and takes the most time when creating a 3D model, but this is how good models are made. Lots of time is spent on these areas that are seldom seen by non-professional eyes. ZBrush or Mudbox will release you from some of this pain, and four-sided quad polygon limitations (see Figures 5a and 5b).


Figure 5a: Detecting flow makes objects easier to carve.

Figure 5b: Flow changes depending on the person, and even changes when muscles are flexed.

With these software packages, the polygon structure does not have as large a role as it used to, but still cannot be ignored. Outside of games or in some situations like softbody simulation, you can't get away from it.

 
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Comments

Glenn Storm
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Fantastic article! Thank you for pointing out these details and nuances. Bookmarked.

adam anthony
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Awesome article!

Kyle Jansen
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Very interesting, but you seem to assume that only photorealistic designs are the future. What about stylization? There are a million different artistic styles, but only one that is perfectly real.



Still, I'm definitely bookmarking this. Great work!

brandon sheffield
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Kyle - he's not assuming that photorealism is the only way - it's just the drive of this particular piece, the visual depiction of humans.

Andrew Smith
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Yes, a very good read indeed.

Michael Kolb
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This is why I think Mass Effect 2 and Half Life 2 were such strong gaming moments for me. The character design and attention to detail, along with a great story for both, make these games memorable and one heck of an experience to play. It was a good read. The edge part reminded me of when I had online class and my facilitator kept telling me I had illegal polygons on my model. Little did he know that I did not take the class that talked about that or edge flow yet and possibly that is the disadvantage of online education unfortunately. Asymmetrical is a big help to making a digital character feel real or just right.

Lech Lozny
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Fascinating write-up. (By the by, was this featured in the December issue of GDMag?) Sato, the master of the science of art.

brandon sheffield
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Yes Lech it was - says so in the mini intro too!

Kyle Jansen
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@brandon - I recognize that he never said NPR is a dead end. I just wish he talked about it at all.

Robert Gill
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Amazing article. I wonder if he would be willing to discuss Heavy Rain's characters?



I was truly drawn into them. I recall, please correct me if I'm wrong, an early demo of HR where the woman is betrayed by a crimelord in a bar and is forced to strip at gunpoint. It drew me in because I could see the fear and tension in her face.



Anyways, a great article!

teon simmons
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I'm a freshmen student who has to do a research project on the field that I hope to get into someday. If anyone could answer any or all of these questions I'd greatly appreciate it!

1. is the demand for character artist growing or is it a risky career?

2. how important is education (community vs. art/design degree, 2yr vs. 4 yr)?

3. how much traveling/moving is involved?

4. how do you get into character design? (work your way up? networking? etc.)

5. is it a very competive job field?

6. what advise could you give to someone who looks to enter the field someday?

Benjamin Marchand
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Genius article...

This should be printed and stuck on every char designer's desk.

Alexandria Rosales
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This was a really spiffy article to read. I'm a 3rd year UI Artist who also does some character development as my hobby, and I'm glad to see some points I value are expressed and upheld by such a prominent figure of this industry. It makes me feel like I'm on a good path for self improvement.


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