Game 3D Character Art Workflow Explained

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hey guys today in this video I will explain you the workflow of the 3D character games will take you into a to giving you insights of every steps which is included while making a 3D character my name is NAD and I'm a game artist working in games and I'm here to share my knowledge whatever I have learned in last one year so let's get [Music] started so before jumping into steps of making a game ready 3D character let's talk about what exactly a 3D character is 3D character is a digital representation of a living being or our object created in 3D space and like 2D images like which is a flat and has no depth a 3D character has volume which can be viewed from any angle this makes them more realistic and immersive and they can be used in variance of application including video games movies and animation special effects and virtual reality now guys you have an idea what exactly a 3D character is and it can also be known as CG character or CG stands for computer generated now let's talk about the workflow the first step is modeling this step includes the modeling the base mes for the character STS in this is modeling base first then adjusting forms and overall shape of the body both male and female has different kind of forms so it is modeled by step by step since body has a lot of details like muscle skin details like P wrinkles and body hair so how to start modeling the base mesh so there are two ways to do this first is blueprint modeling taking help of the blueprint and modeling every part of the Bodies part by part by excluding faces and joining them together in this you will have to take care about the topology of the mesh and overall you have to take care about the polycon especially when you're modeling for the video game after base meses GRE then you can move with the muscles and forms and other details and second method is using sculpting in this you move with sculpting the mess using digital clay sculpting the muscles and details Etc now next stem comes is R topology this step is very timec consuming step and it's very crucial in this literally you model the model once again which the difference between sculpting and R topology is sculpting destroys the topology of the mesh and contains high polycon they call sculpting wiy details requires plenty of geometry or polygons which makes model very dense and it cannot be used in games or movies so after sculpting we retopologize and recreate the model but in retopology we create a good topology and that will be used also to make your R topology less time consuming there are some autoo addons which will make your model quad based in few seconds for example like instant remiss or quad remiss but if you're a beginner ignore Auto Ropo first understand manual rology and how to keep blue flows in right direction and make quad based topology now next step is UV unwrapping this step includes unfolding the mesh and converting the 3D mesh into 2D image this is a very important step for texturing unwrapping will tell the software where my texture needs to be placed it can also be done automatically or manually for example blender has a feature called smart UV project which simply Means Auto and wrap but this is a bad feature because it will generate a lots of UVS of various sizes and will difficult to maintain uh but if you need to just model and add textures and you don't have to export this model to any 3D program and this features is very useful but if you want to export this to any other 3D software for example game engine then you have to need maps and for that you need to unwrap it manually and manual unwrapping is preferred so ignore Auto unwrap so next steps comes baking so in the realm of 3D baking has a separate meaning that differs from traditional kitchen activity it refers to a process called texture baking with essentially captures detail information from one 3D model and transfer it to another 3D model and usually it is in the form of 2D texture Maps but you guys might be thinking why baking is done so there are few reasons why baking is done first is this improves performance baking allows you to use a low poly model for realtime rendering while retaining the visual complexity of a high poly model through the big details this significantly improve performance and reduces the resource usage next is enhanced realism texture Bing can capture incant details like Shadows lighting effect and surface imperfections from high poly model and bake them onto a low poly one this add depth and realism to the simpler model and make it appear closer to the original High poly version next is streamlines workflows Bing can save your time and efforts by reducing the need to manually paint all the details onto the low poly model this particularly useful for complex objects or scenes with integrate lighting fourth is improved frame rates and lower rendering cost low quality models with big textures render faster making them ID for applications like games and realtime applications fifth is more realistic visuals big details enhance the visual quality of the low poly models making them indistinguishable from their High poly counterparts in many cases now let's talk about types of baking first is normal map baking transfer shadings information like surface boms and crevices to Maps creating realistic lighting effects even on low poly model second is am delusion baking captures subtle shadows and occlusion in crevices and Corners adding depth and realism to surface third is curvature baking bakes information about a model surface curvature which can be used for various effects like baking subsurface cattering or adding wrinkles to cloth even in simpler terms you can see it highlight the sharper edges and also similarly you can B other Maps like roughness map metallic map displacement map specular map s surface scattering map diffuse map or albo and emission map and Etc but point to be noted all maps depend on the type of model you are making for example if you're targeting a SciFi model or a the heart surface model then probably you will be using a diffuse map roughness curvature and metallic now after baking next comes texturing texturing in 3D is the part of adding visual details and depth to our 3D model essentially like dressing up a bare manquin to bring it to life software used for baking our absense printer blender and maros T here how it works creating textures first is photos real world photos can be used as textures second is procedural textures or PBR texturing these are generated algorithmically creating repeated patterns like brakes or fabric Wap in simple terms PBR texturing is simply computer generated everything is generated in software itself using the node third is hand painted textures artists can directly paint textures onto a 3D model surface IDE for Unique or stylized visuals everything from Shadows highlights color everything is painted by hand manually fourth is hand painted PBR which is a blend of PBR and hand painted texturing texturing is done in layers all required maps are baked first main maps are roughness map metallic map normal and albo also know and diffuse then ambient illusion map and cavity map these steps are done in mainly PBR workflow which is very common in AAA games and pained texturing requires painting knowledge creativity and your artistic skills such as substance painter 3D cool blender offer tools for texturing even Photoshop is also used now comes the juicy part of the 3D that is lighting Lighting in 3D plays a crucial role in bringing scenes and characters to life similar to how lighting send the mude and atmosphere in a fil play not just making things visible it's about creating depth highlighting important elements and guiding viewers attention keep in mind lighting is a complex subject and differs from model to model and environments to environments for lighting a 3D character threo lighting is a very common next is rendering rendering in 3D is the process of transforming a 3D model into 2D image or animation it's like taking a virtual photograph of a 3D scene capturing all its INRI detail lighting and material Shadows to create a visually stunning and realistic representation point to be noted rendering and compositing subject is important for a VFX artist not a game 3D character artist don't confuse with games and VFX so that's all for the video I hope now you have a clear-cut idea on what goes be the 3D character creation so if if you find this video helpful don't forget to leave a comment below and if you likeed it subscribe the channel and hit the like button and in what topics you guys want to see the video please don't forget to comment that also so see you the next video with a different topic
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Channel: Swift Artistry
Views: 4,862
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Keywords: Swift Artistry, SWIFT ARTISTRY, swift artistry, swiftartistry, game development, game art, game artist, game artist day in the life, game artist portfolio, game artist career, 3DArt, CharacterDesign, DigitalSculpting, CGI, WorkflowTutorial, DigitalArt, Modeling, Texturing, Rendering, 3d modeling, art tutorials, unreal engine, 3d game art, 3d character art explained, 3d art characters, 3d art explained, DigitalCreation, ArtistsOnYouTube, LearnDigitalArt, CharacterModeling, ArtWorkflow, CGArt
Id: aDxa2RCDKyI
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Length: 8min 43sec (523 seconds)
Published: Wed Jan 17 2024
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