“Producing Pre-Render/In-Game Shared Character Assets” by Hara – ACM SIGGRAPH HISTORY ARCHIVES

“Producing Pre-Render/In-Game Shared Character Assets” by Hara

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Title:

    Producing Pre-Render/In-Game Shared Character Assets

Presenter(s)/Author(s):



Abstract:


    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.


Additional Information:


    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.


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