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Producing Pre-Render/In-Game Shared Character Assets

Thursday, 17 December | 5:30 AM - 7:15 AM | Room 502

Sharing an asset between pre-render and in-game characters is a challenge. This course demonstrates the process of building a high-resolution pre-render character and converting it to a game-resolution asset. The focus is on generating a stylized realistic human character for games, and the course covers designing the character concept, modeling the character, unwrapping UVs, brief texture painting, smoothing the mesh and creating cosmetic details, projection painting, reducing geometry to fit the game constraints, transferring UVs and textures from high resolution to game resolution, and integrating the content in the game engine.

Level

Intermediate

Presentation Language

Presented in Japanese

Prerequisites

Some experience with creating character content for current-generation game consoles. The course is presented in Maya, but the concepts can be applied in any high-end 3D software such as XSI and 3ds Max.

Instructor(s)

Shinichiro Hara id Software

Instructor Bio(s)

Shinichiro Hara Shinichiro Hara (Sheen) is an animation director at id Software. Some of his duties include directing animation, developing animation technology, designing character/animation/cinematic pipelines, creating animation content, and making cloth simulations and realistic deformations. He is very successful at bridging the gap between art and technology, and is equally at ease in both areas. He presented the Maya master classes at SIGGRAPH 2005, 2006, and 2007, and he has taught character-creation workflow for games.