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INDEPENDENT STUDY

INDEPENDENT STUDY ABOUT ART PRODUCTION FOR GAMES
BLENDER, MAYA, ZBRUSH, ADOBE PHOTOSHOP, SUBSTANCE PAINTER
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Since I am very interested in doing visualisation (and generally I am very happy when I am doing things about visual) 
 
and the course offering this semester is not too appealing to my interest, I therefore took independent study which I 
 
can spend time to learn more about the technical skills. It was not easy since problems just come once in awhile and I 
 
am the only one to deal with it and I cannot just quit since I am the one in charge for the art for my FYP (that means I
 
will have to solve it anyway), it is a fulfilling and interesting journey.
 
 
 
For the study, I have tried two different workflows in making a character and in the very last part of the study (which is
 
the stage that I am in right now) I am working on the game map and hoping to finish a block model at the end of this 
semester.
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THE FIRST TRIAL
I have referenced Maggie Cheung for the design of the character since we were looking to create a character with the
 
very classic features of Chinese female. We eventually took the second Hairstyle for the model. The character was
 
originally planned as just like a lot of people in the old HK that suffering mulnutrition.
 
 
 
In the first workflow, the pipeline was from Zbrush (from nothing to all the details of the character, using Zremesher
 
for retopology and paint colours with Polypaint) to Blender (importing the low poly mesh from Zbrush) to do UV
 
unwrapping, then import back to Zbrush to extract the texture maps. The low poly model is then imported back to 
 
Blender for creating hair, lashes and eyeballs. For animation, we used Mixamo due to the time constraint.
Character 1 demo
Play Video
Eventually, when we get the model into unity, with our very limited technical skills, the model was not working too well 
 
when we were testing out the model in Unity due to a lot of intercepting meshes of the hair. Moreover, the team's aim
 
was not to create a photorealistic game, so an overly complicated model may not be necessary.
Render preview in Blender
THE SECOND TRIAL
Since the developmental process was very dynamic that we constantly have found new information that led to
 
changes. For the second trial, the team thought it will be better to create a character which is younger and with more 
 
distinctive features in his/her outfit that reflect the culture at that period of time of old Hong Kong.
Character 2 process
Play Video
For this workflow, I have started with Zbrush again, and then exported the high-poly model into Maya for manual
 
retopology (since I think it will have better control for the distribution of the polygons), the retopologised mesh is then
 
unfolded. The UV is the exported into photoshop for painting. At first, I was trying to do the texturing in Substance
 
Painter but again as we are not looking into creating a photorealistic game, it will be better to stay with Photoshop
 
when we are having a team of four people and only me dedicated entirely to do the art. The Unity testing result was
 
much better.
WhatsApp Video 2018-03-23 at 21.39.34
Play Video
LEARNING SUBSTANCE PAINTER
Even though Substance Painter will not be part of the pipeline of the character production, still, it is very interesting
 
for me since it is really cool for the capability of the program and I am so excited to keep on learning how to use it. 
 
I have taken one of the weeks of the independent study to learning the basics by following the tutorial from
 
Allegorithmic in texturing a lamp (I am just so excited to keep on exploring what it can do).
substance painter demp
Play Video
GAME MAP
For the game map, the team wanted to create it with the support of historical materials, hence I have been tracing the 
 
maps from different levels and marking the dimensions of the building. With the AutoCAD files prepared, I have
 
conceptualised the topology of the whole map again with Rhinoceros and then rebuild the whole thing in Blender. At
 
the current stage, I am still on the very last part of the block model with constructing the buildings in the district.
 
 
 
 
 
Game map progress
Play Video
Render preview in Blender
Environment_demo
Play Video
The Independent study has been a fulfilling and enjoyable one. I would say the best learning outcome is the curiosity
 
to keep on exploring after learning something. Even though I am still very green, seeing a lot of insufficiencies in
 
myself, I am so eager to keep on exploring, keep on learning.
 
 
 
 
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