Hello Tech artist forums!
I’m hoping that it would be okay to use this forum thread to discuss a project that I am currently undertaking as a partial fulfilment to a Masters degree I am currently doing in computer engineering in the UK.
I have posted here before when it came to doing my dissertation for undergraduate work and I got great feedback and help from the Technical Artist community. The old thread is below:-
http://tech-artists.org/forum/showthread.php?t=1592
My masters project/thesis is based around creating an optimised workflow for developing custom characters for a games engine and testing it.
A little about the project and what my aims are.
I am aiming to produce a highly technical workflow/pipeline which can be used to guide the development of a custom character creation prototype within a game engine. The engine that I am most familiar with is Unreal 3.5 aka UDK.
I will be basing this workflow by using whatever research I can gather from current generation video games, articles and via the online community.
I will then take my workflow and test it by making a custom character system for a generic human male only as this project will solely be done by me (the model itself will be sourced from a 3D artist). I would love to do both male and female character models myself however I don’t have the time neither the skill to do AAA game characters. I have permission to use a base mesh by the artist Nick Zuccarello as shown below.
My current aim, however this can change upon the literature review will be to use morph targets and to create many different facial variations which can be later tweaked in game. Similar to such games like Skyrim, Aion and many sports games. I will also need to consider character age and sculpt/texture wrinkle maps accordingly.
Then I will rig the character (most likely CAT or Biped as I can easily source external animations). Then I can use the morph target modifier and other controllers to build a quick draft prototype within 3Ds Max (my 3d software of preference)
Next I will bring all the assets into the engine, organise appropriately and setup required shaders. I hope to use vectors, parameters etc to allow colour alteration of certain elements such as skin colour. Then I can demonstrate the final outcome in the editor.
If I have the time I would like to attempt to make a simple GUI featuring the character with sliders and controls which would be a much nicer outcome rather than using the UDK editor. However I believe that UDK now uses scaleform to handle it’s user interfaces (that of which I have no knowledge of, or actionsript and flash which I belive drives it).
So what am I hoping to achieve by using this forum? I’m really hoping to get other technical artists opinions on the project, guidance if possible and of course I will be referencing everything appropriately as well. I’m really excited on this project and I hope to see it to the end successfully and hopefully it will be something to look great on my portfolio.
Some questions that I already have if it would be possible for anyone to answer.
[ol]
[li]Best way to create facial variations of a character, manually tweak topology or create a facial rig
[/li][li]Best way to scale a rig or skeleton structure so that the player can adjust the height of the character
[/li][li]Anyone have experience with scaleform or creating UI for Unreal 3 based games
[/li][/ol]
Some reference and inspirational images :nod:
Hopefully I haven’t lost anyone and I would really like to get peoples opinions, feedback and if possible guidance on this project…
Many Thanks