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Character Creation Insight From Gilbran

1. Base Body

  1. (Artist) Base Body Setup

    1. skin and model thoroughly as a baseline
  2. (Artist) Set Blend Shape and Shape Keys

    1. define min max size
    2. Topologi jangan sampe ada yang berubah

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  3. (Programmer) Integrate Blend Shape with the Game

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  4. (Program)Bone Scaling

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2. Clothing and Accessories

  1. (Artist) Create Costume based on base model

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  1. (Artist) Separate Parts

    1. Export with bone (Based on Base) [Research Point ?]

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  2. (Program) Transfer Bone from accessories to base skin bone

    1. this way accessories got properly attached to the bone

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  3. (Artist / Programmer?) Fitting Accessories to character looks

    1. using shrink wrap
    2. additional adjustment in maya to configure wrapping (Tedious) [Research Point? ]

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Problems

Mesh Normal Overlapping (head and body is separate part)

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Tips : (Maya) Transfer Attribute (merging 2 different mesh to 1 mesh)

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3. Animation

Much Easier since animation is bound to skeleton since skeleton is re-used multiple times

kesulitan adalah untuk bikin gear yang nggak clipping ketika animasi

  • nggak mungkin keliatan di depan. karena kesulitan ngecek 1-1 untuk semua case

Q&A :

  • Nicko ngehindarin Blend Shape. dikarenakan tedious

    • tapi oke karena semua karakter punya badan yang sama
    • blend shape di rekomendasikan untuk re-using armor model asset ke different body type
    • alternatif lain, pakai vertex shader extrusion untuk mengubah bentuk badan (dari normal ke gemuk), tapi jadi perlu ada tambahan texture channel untuk menentukan extrusion valuenya. Advantage : extrusion map bisa ditransfer/dimapping dari body ke armor/cloth
  • kapan prefer pake shape key (blend shape) atau kapan pake bone untuk scaling2 nya

    • untuk AAA pakai 2 2 nya tapi practice nya juga perlu di kontrol
    • untuk objek statis nggak perlu shape keys.
    • untuk objek yang nggak ada bone nya preferrably pake shape keys
    • tapi untuk objek yang animated preferrably pake bone
  • Changing base model mid development

    • unbind model from old bone (copy weight information)
    • bind model to new bone (paste weight information)
    • adjust weight information
  • scalability untuk nambah slot aksesoris tambahan

    • Add attachment points that’s parented to corresponding bone.
    • Some static attachments doesnt need to be rigged (Hats, short-hairs, glasses, helms, etc)
    • Some attachments might need their own skeletal rig to be procedurally/programmatically animated (Long hair, capes, earrings, weapons, shield, etc)
    • Some attachments need to be rigged to the body skeleton (moustache, beard, gloves, shoes, etc)
  • cape yang berkibar2 what to use ?

    • either using Cloth Physics or Jointed Bones Physics Cloth Physics :

      • Built in function
      • might not works when switching mesh programmatically

      Jointed Bones Physics

      • Easier to set up
      • Need to add script to simulate physics
    • kasih bone ke semua model meskipun nggak ke apply [ can procedural animation helps ?]

  • UV Mapping sama untuk badan nya.

  • aksesoris bone terpisah

  • jubah dan yang nempel banget sama pakaian untuk badan nya.

  • standarisasi

  • equipment yang jadi 1 sama badan nya

  • standarisasi untuk rig