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Week 6: Character Artist Job Role Survey Answers

Note: This post will be updated as more responses come in.

1. What does your job role mainly entail?

  • Lead character artist. In charge of look and technical specs of all characters and creatures.

  • Overseeing and creation of characters in the game. Through until it's fully integrated and bug free.

  • My main role is Character creation for the Video game industry. Also the daily running operations of my business :)

  • Creating character assets for a variety of companies.

2. What's your pipeline for creating characters? (How long does each stage usually take)

  • Proxy mesh > hi res sculpt > in game mesh > UVs > textures and materials. Then rigging and facial blend-shapes.

  • Anywhere from 1 - 2 months

  • Depends on scope project and use; some take 1 month.

  • Others that require complex hair, strange tech, facial animation with blend shapes can take 4 months.

  • Character Creators will usually take dedicated teams entire project duration (2-3 years with several artists).

  • Each stage varies greatly depending on the complexity of the character:

  1. ZBrush sculpting

  2. Export high res sculpted model

  3. Low poly creation in Topogun

  4. UV mapping in Maya

  5. Texture work with Quixel Suite

  • Blockout (1-2 days), Sculpt (about 5 days), Retopo and UV (2 days), Texturing and Final feedback (3-4 days)

3. What software do you use?

  • Maya, Mudbox and ZBrush and Unreal

  • 3ds Max, Maya, ZBrush, Photoshop, Substance, Marmoset, xNormal, Knald, headusUV Unwrap, IPackThat

  • ZBrush, Photoshop, Quixel Suite, Maya, Topogun, Substance Painter, Marmoset, UE4, xNormal, Marvelous Designer

  • 3ds Max, ZBrush, Substance Painter, Marmoset Toolbag

4. What specifications do you work with? (Tri-count per character) *Question edited for clarity

  • Depends on character. 50 - 100k tris

  • Ranges between background characters to foreground to tech.

  • 8k to 150k TressFX hair is technically triangles too but rendered differently.

  • Between 50k to 300k per haircut.

  • Technical specifications jump so drastically between projects and scope and target platform.

  • Other huge issues are:

  • Pixel density

  • Texel density

  • Draw calls

  • Texture fetches

  • Transparency type

  • Memory loaded per zone (affects texture size)

  • Physics

  • AI

  • Shader Instructions

  • Many many many more that affect frame rates, which affect the constraints.

  • The amount of tris used per character:

  • it can vary from 10k all the way up to my max so far 90k

  • For this project (top down strategy genre)

  • around 20k tris

5. What texture maps do you use? What size?

  • We use a mms system (multi material system) but in general diffuse, normal, roughness, specular

  • 4K

  • Depends.You use what you see. If you don't see it, you shrink it to the scale that is seen (tools used to determine this).

  • Types we use: Albedo, Normal, Roughness, Specular, and Ambient Occlusion

  • Masks for: Detail, SSS, Metalness, Transmission, Fresnel, Emissive, Transparency.

  • Everywhere from several 4096 textures to a single 512.

  • PBR based maps

  • 4k maps for creation

  • 2k-1k maps in game.

  • Whatever is required, in this case:

  • 2 sets of 2048 maps, and the Substance file so the client can extract textures as necessary

6. What are the most common issues you come across during a project, and how are they solved?

  • There are lots. Budget constraints and change of design are common.

  • There are compromises that need to happen.

  • Frame rate.

  • Cutting back and optimising.

  • Every project has their own challenges and most or overcome with experience.

  • Trial and error or research.

  • Resolving inconsistencies in the concept art is a common problem.

  • Solving it requires back and forth feedback and paintovers from the art director and iterating until the client is satisfied.

7. How do you manage your time?

  • I have a producer that helps with scheduling and deadlines. I am 50/50 manager and artist.

  • I let managers manage my time. I just do or fix the most imperative tasks.

  • Effectively! If not I would be out of business :) Seriously though, everything is written down and I know through experience how long any one certain aspect will take me, and I manage my time accordingly.

  • Me and the client agree upon a time estimation and price per day before hand, I give myself more time than I think I'd need in order to deal with feedback and any unforeseen problems that could come up.

8. What teams are involved in creating your characters?

  • Design, Tech, Concept, Animation and Character Art.

  • Character, Tech Art, Tech Animation, and Animation.

  • Just little old me.

  • Rigging, Animators and Technical Artists.

9. When you've finished the character who does it go to next? What checks do you have to go through to make sure it's ready?

  • Ensure facial animation works well and topology works with rigging.

  • We often tweak characters through our entire project.

  • Tech animation.

  • They'll tell us what we missed.

  • Either to the client or outsourcer that provided me with the work.

  • Everything has to work within the engine properly and if not, I'll address it until it meets the clients' expectations.

  • It goes to the rigging team.

  • I check to make sure there's no overlapping verts/edges, unwanted gaps in the mesh, and good topology for animation.

10. What do you consider to be a game-ready character?

  • A character that is ready for rigging and had all the blend-shapes and materials correct. Also has sign off from AD.

  • Running optimally in game in its proper setting. Fully animated without any problems.

  • One that doesn't break under the might of an animator :) And if the client is happy, I'm happy (sort of, I'm never fully happy with my creations - guess it's an artist thing).

  • Anything that's running in realtime in a game engine/model viewer, with proper topology suitable for animation (e.g. a decimated sculpt doesn't count as 'game ready' if the character has to animate).

 

ABOUT ME

Zhané James-Marshall

3D Character Artist

Hi all, my name is Zhané and I'm a Masters student at De Montfort University, researching game-ready characters.

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© 2017 by Zhané James-Marshall

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