Tuesday, September 24, 2013

SCI-FAI


My Name is Ryan Russell and I am a 3D Character modeler for video games.

The purpose of my thesis is to explore the differences between  creating both realistic and hyper-stylized character models. This would include modeling methods, poly count limitations, texturing techniques, software utilization, workflows, and anything else that I discover while attending the Academy of Art in San Francisco. In order to track these differences I will be keeping a journal, with screen shots, recording my methodologies and outcomes as I work.
This is my journal...

I began my thesis by creating a theme: "Fairytale characters made real through the scope of science fiction" hence the title of my thesis "Sci-Fai" . The reason for this theme is to ground the models to one over-arching genre thereby creating a consistency between the sets of characters by the end of my thesis. It also creates an interesting story based aesthetic that I personally find appealing.


Deliverables:
I will make two versions of three characters;
A female protagonist, a male antagonist, and a creature model made in both realism and stylization- For a total of 6 models.
For Example: I've already decided my female character will be a mermaid, so I will create both a realistic and a stylized version of a mermaid. (Visual example in the following slides.)

The final presentation will be three high-res images of the six models, presented side by side, with their counterparts.  (or individually, i haven't decided)

(The juxtaposition of the two versions, realism or stylization, will create a dialectic that confronts the issue of which aesthetic helps connect with the human condition more effectively. For example; Does realism help a player experience the game and feel more involved. Does stylization and exaggerated imagery help manipulate a players emotional state? Whether or not I'm able to answer these questions I find them important to think about while designing my models.)

The realistic set of models will be made using between 25,000-40,000 tris. These models will utilize high resolution maps combining photo referenced materials with hand painted textures. These models will also be sculpted using Zbrush and/or other high-res sculpting software. This will push me to get better at the skill sets needed to make hyper-realism in the video game industry. Additionally, I want these to be gritty and have a mature aesthetic.

The stylized version of each model will be made with between 2,000-6,000 tris.  Unlike the previous set, these models will be hyper-stylized and be made for a younger/wider audience with humorous overtones. Their design and geometric form will be exaggerated as well as be painted 100% by hand with efficient use of textures maps. I will not be using Zbrush at all with these characters but I will generate normal maps with other processes such as the Nvidia plug-in for photoshop when needed.