# 21309771_J5Z1020
## Character and Environment Art
https://hackmd.io/@0RfiDGHCS46M6BwgUi7XHw/r1mVvMV7j
###### tags: `Games Art` `Environment & Character Art`
### Francis Jr. Antepim
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## Introduction
To begin with, the assignment is divided into two parts; the environment and the character, which are both to be in relation with the theme of "Metropolitan Ludotopia". This implies having a character fitting the theme of being in a large city, where gameplay happens in a game.
Personally, my variety in game genres is quite limited whilst I never refuse to try something new. My most played genres are: MMORPG, RPG, MOBAs, which are very useful for this brief since they all consists of metropolitan ludotopias.
As a result, my style and idea of a game is to make the character and environment in the style of anime, in a style of an MMORPG; similarly to Genshin Impact.
## Games Art Workflow
> *These references are taken from the game: Forward To The Sky.*
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To start off, personally I am a fan of anime-styled RPG games, and so this will probably be my main thing of focus in this. By first thought, when thinking about devoloping for a game or ideas, this is what comes to mind. Wanted to do some initial research on a game before thinking about my actual ideas. The images shown above comes from the game "Forward To The Sky", which is an anime-like RPG which is the first thing that came to mind when starting this module, and so I would assume that my idea will revolve around this type of game. Looking at the character, I do like the fact that the 2D model of the character is normal-sized, however when it comes to the 3D model in game, it's chiseled down into a chibi-sized model, which honestly I really like.
## Character Art Research
> *This reference is taken from the game: Genshin Impact*
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For character research to begin with, whilst I had the intention to cover a character with a realistic art style to see if I could possibly go down that route, I honestly really don't like the concept of realism.
Hence why for character, I will be focusing on an anime art style, similarly to the character from Forward To The Sky and Genshin Impact (shown above).
This character however, brings me a lot of inspiration, as when thinking of making my own character for a game, I like the idea of them being: a quite a short female with Japanese-styled clothing, which is shown in this character's model.
### Character Concept
Chronoglogical order: Top right → Bottom right → Left

- Inspired by Ayaka (the character researched above)
- Japanese schoolgirl-type clothing
- Didn't like how she had two eyes and one slightly visible at first, so changed it to one eye being visible and the other covered by the hair properly.
- Changed how her sleeve ends, looks better being straight and joined than cut.
## Environmental Art Research
### Metropolitan Environments in Games
> *These references are taken from the games: Pokémon Scarlet & Violet, and Genshin Impact.* 
These are initial ideas that came to mind when I first encountered the theme. I play MMORPGs, which always have a range of big, populated areas which are perfect examples as reference for this brief.
As shown in the images above, they all have a similar art-style, more precisely anime-styled. I'm very much inspired by anime art in general, so I will be referencing my most of my work from that style.
> *This reference is taken from the game: Legend Of Zelda.*
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Since my art style is based off-realism, I won't be looking into realistic art since it's not of my liking. However when thinking about an inducing, action-compelling environment scene, this one resonates with me the most. Having a foreground and background to give immediate effect onto the main focus (being the middle of the environment) makes it more interesting and eye-catching, therefore I'll take this as inspiration.
### Environment Concept

- Initial sketches of ideas
- Wanted to primarily focus on different situations in a game, and which would be more suited for action.
- Sketch 1 being an entrance to a forest, while would be a good idea; didn't exactly fit into the criteria as it doesn't look quite as "metropolitan".
- Sketch 3 being grass in the foreground and buildings and mountains in the background, was a good idea in terms of the theme, but however doesn't suit the "ludotopia" term.
- Sketch 2 on the other hand, being a sword stuck on a rock in the distance. I liked this idea because I had more control over it. Whilst being abstract, it can very well make it fall into both "metropolitan" and "ludotopia" themes as in mind, this environment includes tons of individuals fighting everywhere, and the last remaining one reaches the end and grabs the sword.
## Weekly Review - Anatomical Art Research
To start off, this section will cover everything, or most that is covered in the upcoming weeks. This will be focused on the "**Anatomical Art Research**". Most of it will be 3D work, and 2D work to do at home.
Since our project is divided into two main areas; character and environment, our workshops have been essentially focused on human anatomy; in order to guide us to produce our 3D work.
### Human Anatomy
Our workshops have been mostly structured on human anatomy, identidying and studying each part in order to be able to potentially do a full-body character model, up to your choice. Personally, so far I'm not definitely sure if my 3D work will be focused on my character, I'm leaning more towards environment, but the decision is not final. I think eventually, I'm thinking of making a 3D model for the character's face.
All of this work has been done on ZBrush, some on Maya.
> *These references are taken from the work I have produced during the lectures I have attended.*
### Nose

First part of studying human anatomy was the nose. We used a variety of different shapes and sizes and noses as examples, but were then asked to produce one of our own. Since my character will be female, I decided to produce a female-looking nose. Reflecting on my character, I will have to see how I'll cater making a nose in an "cartoon-ish, anime-like" style. For this, I have researched a 3D artist with a similar anime-like style named **Sakura Rabbit**. I will reflect more on this when documenting the making of my character's face.
Main parts of focus in making this:
- Move Brush (press B -> M) - making of nose
- ClayBuildup Brush (press B -> C) - making of nose
- Masking - (press Ctrl & hold) making of nostrils
### Mouth

Second part of studing human anatomy was the mouth. Again, this was done by squashing a square cube and making the mouth directly on it. After exploring in the making of a mouth, I found this to be the most difficult area to model, yet. Since the mouth is very detailed, and you have to make sure to adjust the sizing correctly not only facing forward, but also side on, this was quite difficult.
Main parts of focus in making this:
- Move Brush (press B -> M) - making of mouth
- ClayBuildup Brush (press B -> C) - making of mouth
- Standard Brush (press B -> S) - fine detail; outlines
### Eyes

Third chapter in human are the eyes. The eyes are not very similar to the making of the mouth, in the context of how much "free brushing" you can do, where in the eyes you have to be much more specific which I found a bit harder to do. However, once an eye is finished, you can just duplicate it and move it to the other socket, instead of making two.
Main parts of focus in making this:
- Move Brush (press B -> M) - making of eye
- Masking - (press Ctrl & hold) making of eye
### Body

Fourthly comes the body. The body parts was for me the hardest to come yet. Since the body is not one piece, in order to make a realistically accurate body, you need to form multiple different segments, and add them all up in order to form a rigid-esque structure. Not entirely sure how this will apply to my anime-like art style for a body, but it helps with the understanding of the human anatomy for sure. Suppose that I won't need to break up the body since mine is not as realistic.
Main parts of focus in making this:
- Move Brush (press B -> M) - movement of parts
- Masking - (press Ctrl & hold) finer details
### Skull

Finally comes the skull. The skull was pretty simple to do, with the move brush, adjusting a circle and using the "Move" and "ClayBuildup" brushes was pretty much all there was to it. Masking for some finer details too, as usual.
Main parts of focus in making this:
- Move Brush (press B -> M) - making of skull
- ClayBuildup Brush (press B -> C) - making of teeth
- Masking - (press Ctrl & hold) finer details
### Texturing

Texturing is pretty straight forward, like Maya you add a picture or image, UV map the pieces that needs to be textured, and it's done. Although, I do think I made that block on Maya, which I've had experience with throughout the course.
Main parts of focus in making this:
- UV Map
#### Extras

- More work on anatomy, finer details on the upper body
Main parts of focus in making this:
- Standard Brush (press B -> S) - fine detail; outlines
## Final Outcomes
### Final 2D Character Models

- Lia, anime-like styled female protagonist.
- Greatly inspired from Genshin Impact (as mentioned above).
- Two models, on the left being her normal everyday clothing, the one on the right being her battle clothing.
- Her form of fighting comes from her ribbon, which is shown on the model on the right.
### Final 3D Character Model
- ZBR file: https://stummuac-my.sharepoint.com/:u:/g/personal/21309771_stu_mmu_ac_uk/ETWm_Ra-PA9KjjoZQdQKIZYBd-d6wj8RgnxuccBg93dVtQ?e=j4xZN1 (SketchFab doesn't portray my work fully).

- Anime & chibi-like 3D Model.
- Style greatly inspired by Forward To The Sky (as mentioned above) - Normal sized model in concepts, however chibi-form in game.
- Follows the clothing from her battle form.
### Final Environment Model

- Inspired by the scene from Legend Of Zelda, and Forward To The Sky.
- Whilst looking abstract, this would be a region/city where the most powerful foes resign, and a mass outbreak of fighting would occur with the last one remaining to reach the end.
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