character design csis 5838: graphics and animation for gaming

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Character Design CSIS 5838: Graphics and Animation for Gaming

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Page 1: Character Design CSIS 5838: Graphics and Animation for Gaming

Character Design

CSIS 5838: Graphics and Animation for Gaming

Page 2: Character Design CSIS 5838: Graphics and Animation for Gaming

Proportions

• Head size vs. body size can give characters appearance of being normal/”cartoony” – Normal:

Body = 7 to 8 heads tall– “Heroic”:

Body = 9 to 10 heads tall– “Stylized”:

Body = 4 to 5 heads tall– “Cartoony”:

Body and head same size

Page 3: Character Design CSIS 5838: Graphics and Animation for Gaming

Facial Features

• Often “humanize” animal characters by giving them “human” facial features– Human eyes,

mouth, etc.– Set at distances

common to human faces

Page 4: Character Design CSIS 5838: Graphics and Animation for Gaming

Designing for 3D

• Draw characters from front, size, and perhaps top– Easy to project along axes in graphics packages

• Best pose stands straight, spreads arms– Makes it much easier to add armature in future

Page 5: Character Design CSIS 5838: Graphics and Animation for Gaming

Facial Features

• Make parts of face that express emotion more detailed– Eyes – Mouth

• Best if formed from concentric circles

Page 6: Character Design CSIS 5838: Graphics and Animation for Gaming

Details at Joints

• Additional detail at places in mesh which will bend in future– Elbows, wrists, …– Knees, ankles, …

• Will make it easier to pose rigged character without too much “mesh deformation”

Page 7: Character Design CSIS 5838: Graphics and Animation for Gaming

Characters as Groups of Objects

• Often build character from multiple meshes– Separated at clothing lines– Ultimately parented to a single

armature