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The Dust of Everyday Life: The Art of Building Characters
 
 
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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 4 of 5 Next
 

Shadow and Shape

Normally we may think that we are designing 3D models, but actually I think we are not. Even though we're building a three-dimensional polygonal object, the final output is always 2D.

There is ultimately not much difference between painting and 3D modeling, because at the heart of it you're designing a picture, or sequence of pictures.



The only difference is whether it's created with two-dimensional methods or three-dimensional ones. So how realistically do you feel you are designing that 2D output when modeling in 3D?

Shadows are the biggest factor here. We are designing more for shadows than we are for the shape. The right shadow falls on the right place if the model is right, within a proper lighting scheme.

If the resulting composition does not seem strong enough, and if the character does not appear strong enough, it's very possible that the shadow shape is wrong. You have an incredible amount of control at the modeling stage, and it's here that you can generate shadow shapes quite flexibly (see Figures 6a and 6b).

If you can't hit the right shadow after hundreds of iterations, maybe the target impression that you are trying to accomplish differs fundamentally from your lighting.


Figure 6a: At the modeling stage you have the most control over shadow shape.

Figure 6b

As a good example of this, film director Kon Ichikawa often utilizes light coming from the side, so the faces get a clear shadow cast from their nose even with less rugged faces of Asians. Half of the face would be in shadow if he tried this trick with Caucasian actors (see Figure 7).


Figure 7: Director Kon Ichikawa often lit his actors with strong cross lighting.

It would help to check the costume design of your character to see how a busy shadow runs across it, and you might also want to compare it with the complexity of the background. This will help you to establish and control the balance of shadow.

 
Article Start Previous Page 4 of 5 Next
 
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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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