###### tags: `Uni work` `Games art` # <21395246>_J5Z1020_journal https://hackmd.io/@Moosa3545/BJG2ABkQi ### Character and Environment Art (J5Z1020) ### Games Art BA(HONS) L5 ### Moosa Malik --- #### <mark><ins>****Key Thematics**** #### ***Metropolitan*** : #### *Adjective* - A big city with regions that share industry, commercial areas, transportation infrastructures, and housing with a densely populated metropolitan agglomeration and its surrounding territories. Noun - A citizen of a big city or metropolis. #### ***Ludotopia*** : #### *Noun* - the area where gameplay takes place. <mark><ins>**Blocktober/Greyboxing** Blocktober is a month-long event that begins on October 1 and ends on October 31st. Throughout the month, you may watch level designers, game environment artists, and game designers showcasing their blockouts on how they begin building their level designs and game environments.The previous year, a naughty dog games designer created the hashtag #blocktober on Twitter to recognise the effort put into blockouts.  As Blockouts in games are works of art. ***Blockout*** - Blockout, often known as greyboxing, is a 3D rough draught level built with simple 3D primitive geometric forms (cube,sphere,cylinder,planes, and so on) but without any features or sophisticated visual assets.The goal is to create, test, and modify the level's fundamental forms. https://book.leveldesignbook.com/process/blockout ![](https://i.imgur.com/iWZPIOH.jpg) <mark><ins>***Greyboxing Enviroment Scenes*** - ![](https://i.imgur.com/Qi2zcV8.jpg) > To begin my greyboxing scene, I prepared a moodboard using The Last of Us 2 environmental concept art. This is so I can utilise one of these photographs' viewpoint to construct a scene in Maya.I began by importing a concept art piece that I believed would be a suitable scene to reproduce using greyboxing into Maya. I started by matching the grid to the image's viewpoint so that when I added 3D primitive objects, they would be in sync with the scene. I align the grid and use the concept art to make a simple camera set in perspective. This enables me to accurately position objects in order to greybox the scene. ![](https://i.imgur.com/pLig6SY.jpg) #### <mark><ins>****The Game Art Pipeline**** ***What is The Game Art Pipeline*** : The process of creating and applying art for a specific project is called the game art pipeline, and it is most frequently related to the innovative stage of game development. Whether it's a character, environment, or animation, a fully finished game asset is made through a planned process in which multiple artists work on and contribute different elements to the final output in a step-by-step manner. Organization and efficiency are more important than ever as development progresses. It's critical to have a clear picture of our workflow to ensure we can  produce  assets at the speed and quality we've planned for our games. In a sense, the game development "production line" is the game art pipeline. It is used to explain how development and production are streamlined.  ![](https://i.imgur.com/slEYhZN.jpg) ![](https://i.imgur.com/oIqRAvT.jpg) #### <mark><ins>****Modular Design**** ***What is The Modular Design*** : A design technique known as "modular design" or "modularity in design" subdivides and dissects objects into smaller components known as "Modules." Each of these components can be changed, separated, and replaced separately. ![](https://i.imgur.com/GzYsawg.jpg) The three distinct "Planes" in the sample I've given were created using UV mapping, as you can see. It is clear that he uses the different parts to build a simple hallway scene. The designer recycled the modules to create the appearance of a hallway. I've learnt that building modular assets can be helpful when developing scenes because they can be utilised several times and customised to give each scene a distinctive look and feel. #### <mark><ins>***TrimSheet*** ***What are Trim Sheets*** : Trim sheets are images with multiple textures and patterns that are meant to be used in a 3D environment. Images used in video games are sometimes referred to as textures, w e can employ a variety of textures with make up materials. Trim sheets are special since they aren't designed to be a "hero asset," but instead let you apply various elements (from the same texture) on a model by creatively unwrapping it there are numerous items that can use this texture. ![](https://i.imgur.com/svdnNci.jpg) #### <mark><ins>***UV Mapping*** ***What is UV Mapping*** : The accurate positioning of your image map on your model is made easier by UV mapping. The XYZ axis is not necessary for UV coordinates to exist. To work with UV mapping, you must be able to unfold and fold your 3D artwork as well as cut and sew parts together. UV mapping is important because it helps modellers to create surfaces and textures that appear nicer. Artists might paint or sculpt to create realistic markings on a character's skin, clothing, or flesh, for example, keeping UV mapping in mind. The UV maps can also be used for texturing 3D objects, such as cars and houses, to make them look more realistic than if they were not texturized at all. ![](https://i.imgur.com/dM6YjgG.jpg) >Here is an example of a low-polygon uv-mapped pillar I made. I utilised a trim sheet with various types of material that I could use for the pillar as the texture. ![](https://i.imgur.com/UNGngzf.jpg) >This is how the finished UV-mapped pillar appears. To give the model a smoother, more rounded appearance, I applied a bevel edge. ![](https://i.imgur.com/Ra8rRwB.jpg) >Here, I've organised the 3D models in a modular fashion, using an asset to produce a quick scenario. This is an illustration of the utilisation of how modular components in a scenario may be used. --- #### <mark><ins>****Pureref**** #### ***What is PurRef*** : Pureref is an image display tool designed to make it easier for artists to see their reference images. It is a simple and straightforward programme that surpasses practically everything else for its intended purpose. It may be used for both storyboarding and displaying reference material. Pureref works by allowing you to drag photos from your desktop or the web into its window. Each object is put on a scalable virtual tile, which may be moved about and zoomed in and out as needed. ![](https://i.imgur.com/HnpP5jY.jpg) Here are a few moodboard examples I created using PureRef. ![](https://i.imgur.com/WgFUg9i.jpg) --- #### <mark><ins>****Zbrush**** ***What is ZBrush*** : The most powerful 3D sculpting software available is ZBrush. ZBrush differs from other 3D tools in that it emulates traditional sculpting techniques, all of which are executed digitally on a computer. Sculpting in ZBrush is similar to working with a digital ball of clay and moulding it by hand. The sculpting tools in ZBrush provide you a lot of creative freedom. ZBrush not only allows artists to create more lifelike and detailed models, but it also allows them to complete projects considerably faster than competitor software such as Maya or 3ds Max. It is now widely regarded as the most advanced 3D sculpting programme on the market. With a robust tool set and a diverse set of applications, it's simple to see why ZBrush has grown so popular. ***What is ZBrush used for*** : ZBrush is used to create high-resolution 3D models for movies, video games, and special effects, so you've probably seen some with ZBrush art. Professional film and video game studios around the world use ZBrush. ZBrush artists are also active in higher education, marketing, and other fields requiring advanced 3D animation and effects. The majority of next-gen AAA games on PC and consoles use ZBrush in the games design process. Today's game studios can use ZBrush to give supporting characters more detail and create rich settings without increasing production time. These ZBrush features were useful for games like God of War and Assassin's Creed. ***Zbrush Shortcuts and Tips*** : - press B to open up the brushes menu - Click on Brush > Auto Masking > backface masking w When working with thin-edged models. Areas that are facing away from your sculpting are covered by backface masking. In places that are typically hidden from view while you are sculpting, this will maintain details and form. - Geometry > Zremesher allows for you to auto retopologize your model -(Geometry > DynaMesh) allows you to increase or decrease the resolution for high or low poly moddeling . DynaMesh can also fix the topology of the model when you drag out of areas. - To exit the brush menu, press B. - To enhance the polycount and quality, select Geometry > Divide.   To divide, you may alternatively press Ctrl + D. - to Select Masking Brush hold "Ctrl" while selecting brush from popup, this allows for you to mask off certain areas to model seperatly. - To cut off aspects of your model you go to Brushes > Trim React or Trim Lasso - To smooth out your model hold "Shift" and use your brush on the model - To Dig into a model press "Alt" with your brush. ![](https://i.imgur.com/VXIY4a3.jpg) ![](https://i.imgur.com/9fx9tbr.jpg) >We went through the fundamentals of the software and experimented with using the tool to create whatever we wanted during our first session of using zbrush. I made this strange face by sculpting a basic sphere with a standard brush and then using dynamesh to generate topology. I also played around with different materials on the sphere. ***Lips & Nose*** : ![](https://i.imgur.com/9oke5vr.png) > I utilised the "move" tool to transform a basic polygon cube into a straightforward plane to model on in order to begin this nose sculpture. Using a nose reference as a starting point, I began with the nasal bone and used the move tool to drag down and reshape the nose. The "claybuildup" brush was then used to give the face texture and volume. I started by digging into the sides of the lips with the "damstandard" brush before adding volume and contour with the "clay buildup." ***Eyes*** : ![](https://i.imgur.com/BH0SsF3.jpg) ![](https://i.imgur.com/aBzqq7I.jpg) > I started with a cube and altered it using the "move" brush before dynameshing it to begin sculpting. I then created and  started to build up volume using "ClayBuildup" tool. Additionally, I used the "alt" key on the brush to the eye socket and digging into it to create volume ontop. However, I ruined my model by using a low poly mesh that prevented me from adding more precise details. ***Skull*** : ![](https://i.imgur.com/C5y4rRq.png) ![](https://i.imgur.com/fuJwfAM.png) ![](https://i.imgur.com/wTvPUnh.png) > For my first research for this skull model, I gathered pictures of skulls in various positions. Then I began with a basic polygon sphere and modified it using the "Move" tool such that it resembled a skull. After that, I dynameshed the skull to stabilise its topology and prepare it for sculpting. I used the "claybuildup" tool to give the skull more volume, and I also used the "move" tool to assist the skull's various features line up with the reference. Finally, I carved the nosal area and eye sockets into the skulls using the claybuildup brush and using alt. ***Zsphere Modeling*** : > What are Zspheres : With the aid of several spheres, the ZBrush Zsphere advanced tool of Zbrush enables us to build a basic model structure. The biggest feature of this tool is its ability to quickly and easily design basic structures. In addition, it allows us to add joints to the model structure from which we may rotate or move any section of the model. ![](https://i.imgur.com/WEzePR8.jpg) ![](https://i.imgur.com/N1HZEuU.jpg) > To start with this model I used multiple zsphere to create this creature design,  Zspheres enabled me to quickly develop the model's fundamental structure. I then made it into a simple mesh and dynameshed it so that I could sculpt on top of it. This is an extremely efficient and unique technique that could assist me with my character model. --- ## Research 🔬 #### <mark><ins>****Thematic Reference Research**** <ins>**Metropolitan in Games Films & Media** https://drive.google.com/file/d/1dSLbaqQXbjdMaDiYaIHWKeZ9ZDYx9k69/view?usp=sharing ![](https://i.imgur.com/jDaYOY4.jpg) ***Metropolitans in Video Games*** - >With the theme of Metropolitans, I wanted to utilise a moodboard to explore and dissect my thought process. With this theme, I wanted to break it down and explore my thoughts using different types of media. from movies and animated series to video games I find the concept of metropolises in video games to be quite interesting. In first- or thirdperson video games, the user can experience the world in their own space. Players may experience and comprehend the world through video games in a way that is not possible with other types of media. For example in Cyberpunk 2077 the world around the character is portrayed as the main character, all event that occur are linked back to the city. Nightcity is an independent city on the Pacific coast of North America, lying on the boundary between North and South California. It is seen as a 21st-century cosmopolitan metropolis plagued by companies, corruption, organised crime, and gang violence. Exploration is one of the most enjoyable aspects of a video game, particularly a modern one. New releases go well beyond the realms of earlier games like Super Mario Bros. Players are invited to immerse themselves in these amazing worlds. ***Metropolitans in Film & Media*** - >Metropolitans in films and media seem more appealing to me as dystopian societies. This is due to the fact that it allows for greater world building and the creation of an engaging atmosphere, in order to produce exceptional stories in which the setting may also stand out and be perceived as a significant component of the story. Future perspectives have long been shown in movies. Since most people live in cities and share an urban future, the dystopian genre nearly usually includes urban settings. This projection may have been influenced by the fact that most people live in cities now. The abundance of these cities symbolises an idealised utopian urban future, but the presence of poor areas nearby transforms these images from utopian to dystopian, with income and resource discrepancies frequently playing a key role in the story. In The Walking Dead, for instance, a massive apocalyptic virus that is sweeping through civilization has completely stopped daily life as we know it. This characteristic of the virus contributes to the environment's world-building. Due to the virus, what was formerly populated by millions of people whereas now abandoned and rotted, has begun to be overtaken by nature. <ins>**Retro Futurism Within Metropolitans** https://drive.google.com/file/d/1s9BnZiolKGc5UVrLZJymUlrnGfUtOzLr/view?usp=sharing ![](https://i.imgur.com/2iiZjwY.png) ***Metropolitans in Retrofuturistic Setings*** - >With this moodboard I intended to create a collection of images with the notion of Metropolitans in many and unique parts of retro futuristic style. The metropolises of today would appear completely strange to someone living 100 or even 50 years ago. Our elevated motorways, big airports, dense population, and massive skyscrapers would astound someone from a far earlier age. However, historical futurists did their best to picture the world of future. This is why I'm interested in putting together a collection of ideas for various futuristic aspects of metropolitan areas. **Retro Futurism:** Retrofuturism is a creative arts movement that examines the influence of prior visions of the future. If futurism is frequently said to be a "science concerned with foreseeing the future, retrofuturism is the remembering of that foreseeing #### <mark><ins>****Cyberpunk Research**** ***What is cyberpunk :*** A science-fiction subgenre known as "cyberpunk" explores the fusion of society and technology in dystopian circumstances. Cyberpunk fiction, which are frequently described as "low-life and high tech," centre on outcasts  who use technology to combat society's oppressors (typically massive corporations that rule everything). Even if the outcasts aren't actively engaged in a battle with a megacorp, they still have to deal with living in a society that is entirely reliant on advanced technology. ***Cyberpunk Characteristics :*** - Metropolis in a dystopian future when mega-corporations reign - Complete technological societal integration with the use of cybernetic implants - Outsider protagonists (punks), who frequently have a strong understanding of the technology present - Hardboiled detective with influences from film noir. themes that touch on existentialism, transhumanism, and what it means to be human. ![](https://i.imgur.com/HnpP5jY.jpg) ![](https://i.imgur.com/qi35hzL.jpg) >These are some cyberpunk moodboard I have created breakingdown environments also character design. ***Cyberpunk in Media :*** - ***<ins>Akira :*** The plot takes place in the dystopian year 2019—31 years after an explosion decimates Tokyo and sparks World War III.  Kaneda, the leader of the motorcycle gang, lives in futuristic Neo Tokyo, which has been recreated as the city. Tetsuo, a childhood buddy who unexpectedly develops psychic abilities as a result of a motorcycle accident, is detained by the government and utilised as a test subject. A rival biker gang hunts for "Akira's" secrets in the interim in an effort to sway the government with their own agenda. As the plot progresses, the horrifying truth behind the explosion that destroyed Tokyo begins to surface. You learn more about Tetsuo's telekinetic powers as well. ****Theme of cyberpunk in Akira :**** * Tetsuo and Kaneda are low-life students who spend their time fighting rival street gangs. * These kids ride highly developed motorcycles despite the fact that they are street kids and destitute. * The poor quality of life for these young people stands in stark contrast to Japan's substantial military expenditures. * Instead of providing these innocent children with support, the military agencies mistreat, kidnap, and experiment on them. * A major subject of the movie Akira is how the individuals who first encouraged technological advancement might be severely harmed by it. ![](https://i.imgur.com/MPFahOW.jpg) ***<ins>Ghost in the shell :*** Niihama City has developed into a technologically cutting-edge metropolis by the year 2029. They can use robotic limb replacements thanks to significant advancements in cybernetics, which are available to its population. The city's Public Security Section 9 is in charge of battling corruption, terrorism, and other severe risks as a result of this shift toward globalisation, which has made the world more connected than ever before. A case involving a mystery hacker known only as the "Puppet Master," who leaves a trail of victims with their memories erased, is being led by the tenacious Major Motoko Kusanagi of Section 9. The Puppet Master's body is almost totally robotic, granting them immense power, like many others in this futuristic society. ****Theme of cyberpunk in Ghost in the Shell:**** - In the 2040s Japan high-tech has given birth to a new lifestyle, as machines have not only taken over human flesh, making prosthetic bodies replacing limbs the norm, but also human consciousness, turning brains from organic parts into electronic brains, which are connected to the boundless Internet - As a result, a new type of digital crime has emerged, in which hackers have direct access to the human brain and can steal or even alter people's memories, thus changing their personalities for their use. - The government set up Public Security Section 9 (Kouan Kyuu Ka) to stabilize internal affairs to solve this problem. ![](https://i.imgur.com/zCGjgzH.jpg) ***Cyberpunk Mindmap -*** ![](https://i.imgur.com/FW8Iey3.png) >Here I have created a cyberpunk mindmap where I have broken down themes, characteritics and settings the genre may have. This is to generate inspiration for my idea. --- ## Story and Concept 📖 ***Story / Game concept :*** My game's plot revolves around an android detective named Kain who rebels against the system and learns the dark truths and corporate corruption of the company he works for. Due to the information he held, Kain was imprisoned in a virtual environment under the watchful eye of NightWatch. The main character awakens in a dark chamber where he is being held captive and studied. In this game, you have to get to the data hive mind to get out of the digital system while being stalked and monitored in the dark. ***Gameplay :*** As someone who enjoys games with stealth elements and lengthy, enigmatic narratives. I wanted to create a unique detective stealth game where you could utilise your skills to elicit secrets and hints from other system-trapped individuals. Through a talent tree in the game, you can improve your detective abilities. Additionally, you will have the option to modify your character's fighting techniques and equipment to help with stealth. The game's gameplay will be an isometric 2D and 3D view game similar to Hades. ![](https://i.imgur.com/DzKwyaD.jpg) --- ## Concept Research 🔬 #### <mark>****Cyberpunk Enviroment Breakdown -**** ![](https://i.imgur.com/Lr9JsWd.jpg) > I created this moodboard to gather photographs that would help me determine the tone of my environment. Additionally, I wanted to get photos of an isometric view because it is the viewset that the game would use throughout. In my research, I've found that a lot of cyberpunk environmental art utilises "Brutalist" architecture. I wish to apply this architectural design in my work. I also adore how melancholy and gloomy the tone is as it creates an mysterious and dystopian feel. #### <mark>****Brutalism -**** **What is Brutalism :** The brutalist architectural movement made its debut in the 1950s during the post-war reconstruction projects carried out in the United Kingdom. Brutalist architecture is characterised by plain, unadorned buildings that highlight the structural elements and unfinished building materials. In addition to using materials like steel, wood, and glass, the style frequently employs angular geometric shapes, exposed, unpainted concrete, or brick. A subset of modernism known as brutalism is seen as a reaction to the nostalgia for building from the 1940s. ![](https://i.imgur.com/2fc0RpR.jpg) **Features of Brutalism Architecture :** - Rough surfaces - Massive forms - Unusual shapes - Expression of structure #### <mark>****Cyberpunk Character Breakdown -**** ![](https://i.imgur.com/YnnxeTg.jpg) > I collected the pictures on this moodboard to help me decide the characteristics of a cyberpunk character. I wanted to show several elements that might be included in the design of my characters, like cyberwear, clothing, and cyberprosthetics. I wanted to incorporate these elements into my character to demonstrate the impact that upgrading your physique and receiving cyber enhancements might have on it. Additionally, as my character is an android, they will exhibit features of cyberware. #### <mark>****Hades :**** **What is Hades -** Supergiant Games developed and released the video game Hades, a roguelike action dungeon crawler. It was released for early access in December 2018 and went on sale on September 17, 2020. Zagreus, the son of Hades, is the character that players take control of as he attempts to reach Mount Olympus from the Underworld while occasionally getting gifts from the other Olympians. The player travels through a unique sequence of chambers on each run, each of which has enemies and rewards. The player uses a combination of their main weapon attack, dash power, and magic abilities to combat enemies while avoiding harm in order to advance as far as they can in the game. ![](https://i.imgur.com/uXta3hj.jpg) >Joanne Tran was producing the environmental art for the video game Hades. She claims that each object on the map is put specifically for composition with regard to each asset's design. This demonstrates how meticulously created maps are because each feature is included for a specific purpose. Joanne Tran is an artist who creates a lot of the materials for a map, such as the tone of the locale, the colour scheme, and the literary concept. Joanne also creates a lots of map prototypes to examine how the concept is translated into a physical map.The intriguing aspect of maps in Hades is that each area and object has a unique appearance while maintaining a classic 2D appearance. Few video games are capable of doing this. I put together this little moodboard to collect the maps and scenery paintings she's made for Hades. I also love the use of the isomeric design throughout the game I want to use this aspect within my own work. **Zbrush/Substance -** ![](https://i.imgur.com/jTS2Oi2.png) > The portrait art would normally be placed in zBrush behind the area of work to serve as a starting point for the model, with the see-through elements being used as a reference. This enables them to contrast the subject's facial features between the 2D illustration and the 3D model. They  would block out as much as she could in ZBrush in order to construct the character's general outline before bringing it into Maya.  Once the model is complete, they would import it into Substance painter and give the character a foundation skin tone. From there, they would begin giving the character colours. They give  models a borderlands-style thick black outline to make them appear 2D. This preserves the classic appearance. The line art shadows and highlights must then be painted by hand. **Hades Character Text Box -** ![](https://i.imgur.com/IED0pMv.jpg) > Within the game Hades I really love the way they design character text boxes for the game. Each text box has unique artwork representing the character talking. I want to use my 3D model character for this. --- ## Character & Enviroment Creation #### <mark>****Character Concept Art -**** **Convergent Designs -** ![](https://i.imgur.com/7CoPts2.jpg) > When first starting my convergent design process I started with creating simple and greyscaled designs. these designs arent meant to be deatiled but to get the form and charcateristics down. As this allows for me to have a greater idea of what I like about each design. **Convergent Designs 2 -** ![](https://i.imgur.com/R9WMB1u.jpg) > With my original designs I really like the middle design as it best represents the idea of a high tech android detective. I like the first design but its a bit too human looking rather and artificial. With the middle design I gave it a redesignand added a little bit more detail to the character. Such as neon lights and glowing aspects. **Convergent Designs 3 -** ![](https://i.imgur.com/bo99DC0.jpg) ![](https://i.imgur.com/ri7sUkG.jpg) > From my previous convergent design I want to expand on from it and create different styles. With these designs I was experimenting with some facail concepting designs. These were not created with the intention of being divergent work but rather experimenting with colours and concepts. **Convergent Designs 4 -** ![](https://i.imgur.com/V2oqCV8.jpg) > Here are my final convergent designs I have created from my original chosen design. With these designs I wanted each one to have a different and unique tone about each of them. These concepts werent designed to demonstrate clothing choices but rather have the muscle tone and anatomy down for the character. This allows for me to understand the charcaters design language and have design I want to use. **Diveregnt Designs 1 -** ![](https://i.imgur.com/YqgMarV.jpg) > The two dissimilar designs that I will ultimately choose for my final design idea are these two. The idea on the left uses a lot more leather and unconventional clothing to fit the cyberpunk motif. I appreciate how the cybernetic components and his attire seamlessly juxtaposes together in this way. In order to depict a noir android detective, I wanted to utilise darker, moodier colours in the design on the right. I wanted to incorporate into the design the hues and tones that stand for a corrupt corporate entity. im choosing the right  design from among these because it complements the mood and setting of my story. **Final Character Design -** ![](https://i.imgur.com/dyqxEtf.jpg) ![](https://i.imgur.com/aa8712l.jpg) > With my chosen design I created an A pose design for my charcater as it will allow for me to easily model it in Zbrush. I also drew the anatomy of the character so that I can use it as reference whilst sculpting. #### <mark>****Zbrush Character Model -**** **Character Body Sculpt -** ![](https://i.imgur.com/CszcSxS.png) ![](https://i.imgur.com/zGGt4A5.png) ![](https://i.imgur.com/RRomuHm.png) ![](https://i.imgur.com/815MJCi.png) > When starting with my model I strated with a simple low poly robot man sculpt. I then used the see through mode to display my character design behind. This is so that I can use it as refernce for my body, I then used the Move brush to move the robot man in place with my design. >After I had the robotman ready I used the "claybuildup" tool to ad volume and detail to my sculpt. I use of the "claybuildup" tool allowed for me to add the muscle design and anatomy to my sculpt. I also used the "damstandard" brush for the smaller details. With creating all this detail it distorts the topology of the sculpt so I used "Dynamesh" to clean up the topology slightly. ![](https://i.imgur.com/POzZGc1.jpg) >I used visual refernce such as this piece to help me with my muscle design and the anatomyof the human body. **Character Face Sculpt -** ![](https://i.imgur.com/CB430sa.png) ![](https://i.imgur.com/5ICo5Ay.png) > To start with my characters face I used the see through mode to display my charcater face design for reference for my sculpt. For the base mesh of the head I used a basic head mesh which had not details just had structure to it. I then used the move tool to allign the model with my artwork piece. > Once I had the base mesh alligned I used the "claybuildup" brush to add volume and details to my characters design. I also used the "damstandard" brush for the smaller designs such as creases and textures. Alot of the practasises I used for the head piece came from earlier experiences of sculpting the seperate body parts. > Throughout the whole piece I used the "Move" tool to help move the neck and nose. I also used the "smooth" tool alot to help blend the skin and create a more defined mesh. ![](https://i.imgur.com/Lvp36Wd.jpg) > This is the muscle reference I used for the head. This helped me with understand the muscle design of the face and how to go about sculpting it. **Character Hair Experiments -** ![](https://i.imgur.com/GnCnmAJ.png) ![](https://i.imgur.com/y5cVK56.png) > These are just some experiments I was trying for for how to go along with the hair deisgn for the character **Character Hair Design -** ![](https://i.imgur.com/Jb5HU39.png) ![](https://i.imgur.com/aqZ0JiF.png) >I was struggling alot when it came down to modelling the hair due to not practicing it before hand. However I found a brushed called "Makon_Haircurvesprimitive", this brush allowed for me to create simple primitive hairstrand for my character. I used the see through tool to help me allign the hair with my concept. With the hair completed I used the "ClayBuildup" toolto help redefine the hair strand and help connect them together to create on cohesive mesh. I then dynameshed it to fix the topology. **Character Clothing Design -** ![](https://i.imgur.com/Y9KDcAN.png) ![](https://i.imgur.com/9WyzwTz.png) >When it came down to the clothing this is when I discovered that I may have made my initial concept art a bit too complicated with its design. I didnt know where to start and I was confused on how I might approach it. I chose to simply the turtle neck and pants for the character. I first used the "Masking" tool to help mask out the body and and legs of my charcater and extracted it to create a base mesh. I used the "Claybuildup" and "Damstandard " tool to add the details to the clothing. I also used the "Clothnudge" tool to create a details of cloth creases. For the boots belt and sholder pad I used to from a stock zbrush model as I was struggling with polygon modelling for the clothing. #### <mark>****Zbrush Character Retopology -**** **Character Face Retopology -** ![](https://i.imgur.com/XbZYqu9.png) ![](https://i.imgur.com/zrTYjlK.png) ![](https://i.imgur.com/TDCKeyF.jpg) > For starting the retopology of my charcaters face I first started with and Zremesher which is an automatic remeshing tool withing Zbrush. Once I had that donw the topology was looking good however I lost a lot of deatil. So I duplicated my previous head and placed it underneath my Zremeshed head. Next I went to Geometry> Divisions, this allowed for me to add more divisions to my model. >Once I had that all done I went over to subtool>project>projectall, this allowed for the deatiled model of the head below to be projected to my retopologised face allowing for me to keep the details. The only problem was there is a higher poly count for the deatils of my head compared to the body so the topology will be very high and low throughout the sculpt. **Character Body/Clothing Retopology -** ![](https://i.imgur.com/iWx1Flg.jpg) ![](https://i.imgur.com/Inl0VEY.png) ![](https://i.imgur.com/g8Grkkz.png) >For the body I used the same technique as I did for the face and used the Zremesher tool to auto retopologise my charcaters body. allowed allowed for cleaner topology within my work. I then added more geometry and projected the deatiled version below to the top. The topology at the start of the body was very messy and didnt follow to contours of the mesh however after Zremeshing it and projecting the sculpt it allowed for cleaner topology which for alongside the mesh. For the clothing it was the same process. #### <mark>****Sketchfab/Mixamo -**** **[Sketchfab](https://sketchfab.com/3d-models/kain-character-zbrush-model-a0d3700f8ab9471d90a5cccb2d185887) -** ![](https://i.imgur.com/EjEQvRd.png) > After I had the character sculpt create and the topology finished I brought the model into Sketchfab to be presented. Im dissapointed that I havent been able to texture my charcater due to Substance Painter not working on my device. I found the modelling aspect very difficult but very effective I have been able to learn a whole new software which I enjoyed using and learnt new skills and techniques. I would love to use Zbrush for another project. **[Mixamo](https://www.youtube.com/watch?v=bJEVBiusixI) -** ![](https://i.imgur.com/l9xeq6s.jpg) ![](https://i.imgur.com/Z1B4GcV.jpg) ![](https://i.imgur.com/cmRZLQT.jpg) > Once I had my model completed and it was uploaded to sketchfab I messed about with my model in mixamo. Mixamo allowed for me to auto rig my model by placing joint positions along my character. There are a bunch of animations you can create withthe use of my charcater sculpt. Even though the geometry gets a bit squished during some of the animations it was fun to try out. #### <mark>****Enviroment Art-**** **Displacement Map -** ![](https://i.imgur.com/QrhbyUF.jpg) > With my enviroment art I wanted to create a 2d enviroment that incorperates all my research of insometric and the tones and moods which its going for, however I also wanted to 3D skills to help with the creation. First I started by creating a Simple Displacement Map in procreate with the lighter colours on it to be tall building. **3D Block out -** ![](https://i.imgur.com/WeD5OrZ.png) > Once I had my displacement map created I used blender for the 3D aspects. I created a simple plane with some subdivisions ontop of it. Next I added a displace modifier which will help drive the displacement map to look like buildings. Next I headed to the texture tool and inserted the file of my displacement map, after that it started displasing the texture to create a city like scene. I added some standard polygon rectangles so that they contrast with the smaller building to create a dystopian like setting. I also used the UV render to the lighting into my scene to help when creating the artwork. ![](https://i.imgur.com/Y6XJ02K.png) ![](https://i.imgur.com/2zTNn24.png) > Next I applied a simple dark matt material to the enviroment to help create a moody tone throughout the city. ![](https://i.imgur.com/qKp0Qpd.jpg) > once I had my material done I then created an active walking camera to allow for me to get a cool compositional shot for my enviromental artwork piece. I then rendered the image and exported it to procreate for the 2d artwork. **Final Art Piece -** ![](https://i.imgur.com/NN1imG8.jpg) > With my final art piece I created 2D artwork ontop of a 3d blockout scene. With this piece I really wanted to have to tone down for the envrioemnt as this place is a virualy prison for the android and Nightwatch are out looking for him. I have the colour tones to display a distopian atmosphere which is unsettling and creates a sense of mystery but also tension as your being watched over. throughout my design I used brutalist architecture for the building as it helps to fit it the futuritsic look of the scene. This artwork was created so that 3d modelers are are to recreate it for the game. Looking back onto it now I could have also create some hero assets piece so it give the modellers a better view point for the enviroment. Overall I really enjoyed using this 3d to 2d approach to my work as it has helped me with composing scenery and lighting, this is something I will use again. **You can find the time-lapse via this [link](https://www.youtube.com/watch?v=iCp_KbeqgPQ).** #### <mark>****Character Text Box-**** ![](https://i.imgur.com/PdAr8Ch.jpg) > With everything done I wanted to recreate the Hades text box style, as my game is a isometric 2.5d game there will be no voice acting just the ambience of the music and also these text boxes.For the design I used my 3D model and created 2D artwork ontop of it. For the Textbox I went for a cyberpunk theme to help fit in with the theme. ![](https://i.imgur.com/l9ZFgIE.jpg) --- ## <ins>Bibliography - Why build a Blockout? (no date) Blockout - The Level Design Book. Available at: https://book.leveldesignbook.com/process/blockout (Accessed: October 11, 2022). - Cdnb.artstation.com. Available at: https://cdnb.artstation.com/p/media_assets/images/images/000/401/029/large/PureRef_Sabq8seIvR.jpg?1552828402 (Accessed: 25 October 2022). - All your reference images in one place. (no date) PureRef. Available at: https://www.pureref.com/ (Accessed: October 25, 2022). - Creating Modular Game Assets in Maya (2023). Available at: https://www.pluralsight.com/courses/maya-creating-modular-game-assets (Accessed: 20 January 2023). - (2023) Cdna.artstation.com. Available at: https://cdna.artstation.com/p/assets/images/images/004/633/032/4k/shawnell-priester-lumineer67-trimsheet-keyshot-render.jpg?1485170902 (Accessed: 20 January 2023). - (2023) Abload.de. Available at: https://abload.de/img/theascentscreenshot20c1k7t.png (Accessed: 20 January 2023). - Behance (2023). Available at: https://www.behance.net/gallery/53570483/AKIRA-Kanedas-Headphones/modules/316092905 (Accessed: 20 January 2023). - (2023) Youtube.com. Available at: https://www.youtube.com/watch?app=desktop&v=cYJ6d1ifSqA (Accessed: 20 January 2023). - https://www.gamesindustry.biz/hades-why-i-love