nikolett-philippovits-gamesart
nikolett-philippovits-gamesart
Semester B Blogs
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New Patch - Marvelous Designer
As I scrolled trough 80. Level I found an article about CLO Virtual Fashion’s Marvelous Designer. The newest version of the program is released with new USD workflow compatible with Unreal Engine 5.4. The garment simulation data can be exported in USD format to the game engine. Furthermore, the latest version providing 18 default MetaHuman body types in the library. The Previous version which has been released earlier this year which gave the creators features in the program such as  Soft Body Modification, EveryWear toolkit and multiple wind sources.
I think the latest patches of Marvelous Designer significantly making cloth creation easier for 3D artist. With the easier import between Unreal, 18 MetaHuman characters, easier optimization (EveryWear), and realistic cloth-body simulations (Soft Body Modification) characters for games can be created easier, smoother, and more realistic. In the future, I would love to learn this program and try out these new features. For my upcoming projects, I will probably not use the program due to my current focus on learning hard-surface for character armor.
References:
Levine, G. (2024a). CLO Virtual Fashion Released Marvelous Designer 2024.0.173. [online] 80.lv. Available at: https://80.lv/articles/clo-virtual-fashion-released-marvelous-designer-2024-0-173/.
Levine, G. (2024b). Marvelous Designer 2024.0 Has Been Released. [online] 80.lv. Available at: https://80.lv/articles/marvelous-designer-2024-0-has-been-released/.
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Unreal Engine 5.4
Unreal Engine 5.4 has arrived with a bunch of exciting new tools and features aimed at boosting developer productivity and enhancing the overall creative experience. In this blog post, I will take a look at some of the key enhancements introduced in this latest version of Unreal Engine.
One of the standout improvements in Unreal Engine 5.4 is the significant enhancement in rendering performance. With features like faster looming shadows, variable rate shading, improved instancing, and enhanced parallelism in the renderer, developers can expect smoother and more efficient rendering processes, resulting in visually stunning experiences with improved frame rates and overall performance. Another notable addition is the modular control rigs feature, which streamlines rig creation processes. With the ability to author skeletons, skin weights, and utilize suite deformers for fundamental rig features like squash and stretch, developers can create complex character rigs quickly and efficiently, saving valuable time and resources.
The rewind debugger in Unreal Engine 5.4 empowers developers to iterate quickly on their animations, experiment with different movements, and refine the overall quality of character animations and transitions. This tool enhances the level of control and fine-tuning available to developers, ultimately enabling them to create more polished and engaging visual experiences in their projects.
Lastly, the PCG biome creation plugin provides developers with a data-driven tool for creating unique biomes and environments with a systemic approach. This plugin empowers developers to generate diverse and dynamic landscapes with ease, fostering creativity and enabling the creation of immersive gaming experiences.
Furthermore, I would like to mention Nanite Tessellation, an experimental feature, that enables the inclusion of intricate details such as cracks and bumps during the rendering process itself. This feature allows developers to create game assets without using high poly meshes, ensuring file sizes remain manageable while still achieving remarkable visuals. This new feature impacts greatly the procedural material creation, making it more simple and optimized.
I think the new version of Unreal Engine 4 will shake up the gaming industry entirely, enabling content creators to achieve high-quality optimized games without using a broad range of external programs. I think in my future project I will consider using the newest version. On the other hand newest program versions could have bugs that could impact my artwork and time management.
References:
More, S. (2024). Unreal Engine 5.4: A Game-Changer for Developers and Creators. [online] Medium. Available at: https://medium.com/@ssmore101/unreal-engine-5-4-a-game-changer-for-developers-and-creators-ddc76107983b.
Unreal Engine (2024). Unreal Engine 5.4 Feature Highlights. [online] www.youtube.com. Available at: https://www.youtube.com/watch?v=ltQfA5Wqdik.
Unreal Sensei (2024). Why Unreal Engine 5.4 is a Game Changer. [online] www.youtube.com. Available at: https://www.youtube.com/watch?v=9aIbo84jhOU.
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What Makes a Character Good? -Amy Ash (Head of Characters at Axis Studios)
Amy Ash, Head of Characters and Groom at Axis Studios in Glasgow, discusses the process of character creation, outlining the importance of storytelling in character design. She highlights the significance of understanding the fundamentals of form and silhouette, as well as the representation of reality or rhythm of shapes for stylized assets, in determining the quality of a character. The artist emphasizes the role of storytelling in character design, where every decision made contributes to the character's narrative and appeal. For aspiring 3D character artists, Amy communicates the importance of focusing on fundamentals such as character modeling, sculpture, anatomy, and form. She encourages continuous practice, experimentation, and seeking feedback to improve skills. Additionally, Amy highlights the consideration of character movement and dynamics during the design process. In terms of industry trends, the evolution of character development tools such as ZBrush, has accelerated the creation process and allowed for greater detail and quality in characters. However, she notes that the expectation for high-quality characters has also increased, requiring artists to spend more time refining their work. In conclusion, Amy offers advice for aspiring artists looking to join her team, highlighting the importance of understanding form and anatomy. She mentioned the importance of a positive attitude, willingness to learn, and the ability to collaborate within a team environment.
I think this post by 80.lvl greatly expanded my understanding of the industry requirements from a studio's perspective. I will definitely widen my knowledge in anatomy during my upcoming projects, to ensure a great foundation, and increase my chances in the job market.
References: Ash, A. and Tokarev, K. (2023). Axis Studios’ Head of Characters on What Makes a Character Good. [online] 80.lv. Available at: https://80.lv/articles/axis-studios-head-of-characters-on-what-makes-a-character-good/.
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Impact of AI in games
On 80.lvl an article about AI in games highlighted its impact on the industry. Steam initially struggled with its approach to generative AI in games, but eventually introduced rules requiring disclosures for titles containing machine-made content. Ichiro Lambe (former Stream Labs developer) created a script to collect data about AI. Approximately 1,000 games on Steam feature generative AI content, including popular titles like THE FINALS. Embark Studios openly admitted to utilizing AI for text-to-speech, emphasizing the efficiency it brings to voice-overs. The games utilizing AI are diverse, covering categories such as character artwork, concept art, UI graphics, and narrative content. Despite initial expectations, AI usage extends beyond image generation. I think the usage of AI in games significantly impacting the industry. It’s frightening to think about how it could shape the workflow of character artists in the future. It's already impacting areas of game development such as concepting and narration.
References: Levine, G. (2024). Former Steam Labs Developer Says 1,000 Steam Games Use Generative AI. [online] 80.lv. Available at: https://80.lv/articles/former-steam-labs-developer-says-1-000-steam-games-use-generative-ai/.
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'The Dark Mother' by Natalia P. Gutierrez
Natalia P. Gutierrez, a Valencia-based Character Artist with a decade of experience in the industry, specializes in creature design. Transitioning from 2D to 3D at 18, she has since contributed to various projects including Path of Exile 2, Total War: Three Kingdoms, and Predator: Hunting Grounds.
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(P. Gutierrez, 2024) Her latest project, The Dark Mother, showcases a frightening, religious-themed original character. Natalia relishes the freedom of personal projects, allowing her creativity to flourish. The character's evolution unfolds organically as she sculpts in ZBrush, drawing inspiration from eerie religious statues and infusing her creatures with dark fantasy elements.
Detailing her workflow, Natalia shares insights into modeling, texturing, and rendering techniques. Utilizing software like ZBrush, 3ds Max, and Marvelous Designer, she meticulously crafts intricate details while optimizing time and resources. References and experimentation guide her texturing process, achieving realism while adding her artistic touch.
Natalia's lighting choices in Marmoset Toolbag create dramatic effects, enhancing the character's eerie allure. Rim lights and spotlights accentuate features, while sky lights illuminate the scene. She advises focusing on one element at a time to overcome burnout and maintain focus, stressing the importance of enjoying the creative process.
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(P. Gutierrez, 2024)
I found this article on 80.level inspiring and encouraging. The artwork of Natalia P. Gutierrez is fascinating and outstanding. Gaining insight into her approach gave me multiple ideas on how to approach my 3D projects. Leaving more space for creativity could result in an amazing portfolio piece, but keeping an eye on references is still critical to ensure the consistency of the artwork.
References:
McKenzie, T. and P. Gutierrez, N. (2024). Imagining an Eerie Dark Fantasy Deity With ZBrush and Marmoset Toolbag. [online] 80.lv. Available at: https://80.lv/articles/imagining-an-eerie-dark-fantasy-deity-with-zbrush-and-marmoset-toolbag/.
P. Gutierrez, N. (2024). The Dark Mother. [Online] Available at: https://www.artstation.com/artwork/lDvYXV.
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Xgen - 2
In the realm of hair grooming using Xgen, the process involves the manipulation of modifiers and descriptions. Modifiers dictate the overall behavior of the hair, while descriptions define the visual characteristics of each individual hair strand. Initially, one should apply a description to the model and then experiment with various modifiers to achieve the desired look. Grooming within Xgen is where the hair is shaped and styled to achieve the desired aesthetic.
Here are some essential grooming observation based on tutorials :
Placing Strands: Positioning the primary strands of hair and consider their flow and direction.
Clumping: Grouping strands together creates a more natural appearance. Utilizing different clumping options to adjust the thickness or thinness of the hair.Adding Texture:
Enhancing realism by utilizing texture using modifiers such as noise and frizz.
Changing Length: Varying the lengths of strands adds visual interest. Using modifiers to adjust the length of specific sections.
Once the hair has been styled, fine-tuning is necessary to achieve perfection. Adjustments to elements like color and shine can be made to refine the appearance. Experimentation with different lighting setups further enhances the overall mood and aesthetic of the hair.
References: J Hill (2021). How to Make DOPE CG HAIR | XGen Tutorial. [online] www.youtube.com. Available at: https://www.youtube.com/watch?v=hvNcRaPmWoE.
Sémaan, A. (2022). EASY Guide to XGEN: Step by Step to create hair. [online] www.youtube.com. Available at: https://www.youtube.com/watch?v=e5CJVCXoNG8&t.
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Xgen - 1
In digital art, paying close attention to details can make a huge difference. Making realistic and captivating hair has always been tough, but tools like Xgen are changing that.  It has lots of features, from basic grooming to fancy styling and simulation. With XGen, Artists can make all sorts of hair looks, from smooth waves to wild curls, and it looks super real.  Artists must consider the design of the hair for example length, texture, and volume. Rendering hair in XGen can be tricky because it's so detailed. Using grooming proxies can significantly impact the final result in a positive way.
References: Sémaan, A. (2022). EASY Guide to XGEN: Step by Step to create hair. [online] www.youtube.com. Available at: https://www.youtube.com/watch?v=e5CJVCXoNG8&t.
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Hair in videogames
I expanded my understanding of Hair creation in videogames with the help of youtube tutorials.
In the realm of video game design, character appearance is crucial for player immersion and engagement. One of the most challenging aspects of character design is creating realistic and dynamic hair that not only looks good but also performs well within the constraints of game engines. There are various techniques for creating hair, including geometry-based modeling, texture-based hair cards, and dynamic hair simulation.
Geometry-based modeling involves sculpting individual strands of hair using software like Blender or ZBrush. This method provides high fidelity but may be resource-intensive.
Texture-based hair cards involve creating flat planes with hair textures mapped onto them. This technique is more efficient in terms of performance but requires careful placement and blending to achieve a natural look.
Dynamic hair simulation utilizes physics-based simulations to animate hair strands in real-time. While this approach can deliver realistic movement, it may require more computational resources.
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(Lithvall, 2017)
References:
Lithvall, J. (2017). Horizon Zero Dawn - Hair. Available at: https://www.artstation.com/artwork/EDbk4.
Nawaz, A. (2022). Part 4 ( Hair Cards ): create realtime hairs using hair cards maya xgen. [online] www.youtube.com. Available at: https://www.youtube.com/watch?v=A4h9iSc-Ofk&t.
Sémaan, A. (2022). EASY Guide to XGEN: Step by Step to create hair. [online] www.youtube.com. Available at: https://www.youtube.com/watch?v=e5CJVCXoNG8&t.
YanSculpts (2020). Easiest Way To Create Hair in Blender - 5 Minute Tutorial. [online] www.youtube.com. Available at: https://www.youtube.com/watch?v=BqWYgrXw7Jk.
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VFX in Unreal
This week I tried to expand my understanding of VFX in Unreal. The main reason behind it is to gain a general understanding of the basics and implement it into my future artworks. I watched multiple tutorials to gain a general perspective on this topic.
Visual Effects (VFX) in Unreal Engine refers to the techniques and tools used to create stunning visual elements and effects within a virtual environment. Unreal Engine provides a powerful tools and features specifically designed for creating and integrating VFX into games, simulations, virtual reality, and other interactive projects. Some of the common techniques and tools I found interesting are the following:
Niagara:
Niagara is Unreal Engine's next-generation VFX system, offering enhanced flexibility, scalability, and performance. Niagara enables artists to create complex particle effects. Material Editor:
Unreal Engine's Material Editor allows artists to create highly customizable materials and shaders for objects and surfaces in the game world. Artists can utilize various nodes and functions to achieve a wide range of effects, including animated textures. Blueprints:
Unreal Engine's blueprint system enables artists and designers to create VFX systems without writing code. Artists can use blueprints to control the behavior of particles.
References:
Kriscoart (2022). VFX with Unreal Engine! [online] www.youtube.com. Available at: https://www.youtube.com/watch?v=B-3NoFaikco.
Lively Geek (2021). Animating Materials in Unreal Engine 5. [online] www.youtube.com. Available at: https://www.youtube.com/watch?v=qlvCZ7LTgJ4.
My GameDev Pal (2022). UE5 Niagara in 300 Seconds. [online] www.youtube.com. Available at: https://www.youtube.com/watch?v=Wxx_2ZLoKbI.
renderBucket (2023). Unreal Engine 5.2 - Crystal, Ice, Gemstone Materials Tutorial. [online] www.youtube.com. Available at: https://www.youtube.com/watch?v=G31OTd69rYw.
UnrealCG (2023). Unreal Niagara: Next-Gen Disintegration VFX. [online] www.youtube.com. Available at: https://www.youtube.com/watch?v=79ZnSh6nJUo.
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Concept Practice - Scanner/Navigator
To enhance further my knowledge in visualizing characters in digitally, I created a concept for a Navigator robot within a futuristic setting on a distant planet. The initial design of the robot was inspired by elements of a moth, with a primary focus on functionality. This robot is capable of flight and terrain scanning to gather information and identify potential threats. Its wings are equipped with foldable solar panels, serving as the primary energy source, while its wheeled legs ensure swift mobility for escaping danger. Overall, this concept exercise proved successful in expanding my understanding of integrating functionality into character design.
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Concept Practice - Driller
In order to hone my skills in visualizing characters in digital 2D, I crafted a concept for a Driller robot set in a futuristic landscape on a remote planet. The initial design of the robot aimed to evoke elements of a crab, while prioritizing functionality above all else. The robot's arms are imposing structures with large drillers fuelled by a potent nuclear energy source. Paired with robust legs, these arms are well-supported, enabling the robot to carry the weight of its heavy arms with ease. In overall I think it was a successful concept practice, which expanded my knowledge about creating functionality in the design of my characters.
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Concept Art
Game artists usually work from a wide range of references on previously created concepts to create the virtual product for the game. The group project this semester guided me to understand the basics of concept art.
Concept art is a form of visual expression where artists generate visual representations to visualize the overall look, feel, and design of a creative project such as a video game, movie, animation, or any other visual media. It is usually executed in the pre-production stage of the development process, helping to explore and communicate ideas, characters, environments, and other elements before they are fully realized in the final product. Concept art typically involves sketches, drawings, paintings, digital renderings, or even 3D models, and it can be created with a wide range of styles and techniques. Its primary purpose is to provide steady foundation for the visual direction and aesthetic of a project, providing direction for the production team to follow as they bring the concept to life. Concept artist usually make changes to their designs, until the final concept is approved for production.
References:
Wikipedia Contributors (2019). Concept art. [online] Wikipedia. Available at: https://en.wikipedia.org/wiki/Concept_art.
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Anatomy practice
Starting a journey to master leg anatomy through drawing can be both challenging and rewarding. As a university student passionate about art, I've dedicated myself to honing my skills in this area. I used a Sketchfab model as a reference, utilizing it to understand the muscle allocation of a human leg.
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The proportions of my drawings were incorrect which guided me to expand my knowledge on human proportions. I watched a tutorial by Proko to expand my knowledge.
References:
Gaia Tech (2015). Leg With Muscles. Available at: https://sketchfab.com/3d-models/leg-with-muscles-cc3585e0154a4060bebfb414dbcd7514.
Proko (2013). Human Figure Proportions - Average Figures - Dr. Paul Richer. YouTube. Available at: https://www.youtube.com/watch?v=OyWHmxFGVK4.
RAM (2022). 5 Tips on How to Draw Leg Anatomy -Tutorial - Ram Studios Comics. [online] www.ramstudioscomics.com. Available at: https://ramstudioscomics.com/index.php/2022/08/11/5-tips-on-how-to-draw-leg-anatomy-tutorial/.
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Drawing Anatomy
I recently found a really helpful tutorial on YouTube by Marc Burnet. It's all about making characters that look just right anatomically. Burnet breaks it down into five simple levels to learn step by step.
Drawing the primitive shapes of human body over reference images.
Drawing the gestures of the reference image
Drawing simple original characters
Drawing the muscles over the simple characters
Drawing surface muscles on complex poses
Practice- based on the tutorial.
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References
Burnet, M. (2021). HOW TO PRACTICE DRAWING ANATOMY (noob to pro). [online] www.youtube.com. Available at: https://www.youtube.com/watch?v=L303Qy6rivs.
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Anatomy
Anatomy is crucial for 3D artists because it forms the foundation for creating realistic and believable characters, creatures, and objects in three-dimensional space. Understanding anatomy allows 3D artists to create models that accurately represent the human body or other organic forms. This realism enhances the believability of characters and creatures, making them more visually appealing to viewers.  It helps maintain proper proportion and scale in the models. This ensures that characters and creatures look anatomically correct and are visually appealing. Understanding how muscles, bones, and joints interact helps 3D animators to create natural and fluid movements. Proper anatomy informs the way characters bend, twist, and interact with their environment. Anatomy knowledge is essential for character design, as it allows artists to create unique and memorable characters with convincing physical visualization. Even by creating aliens, or fantastical creatures, understanding anatomy helps artists create characters that are both visually convincing and anatomically believable.
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Character Archetypes
I found an interesting reading on the Novel Factory website, describing character archetypes.
Character archetypes are basic patterns or templates of characters found across various forms of storytelling. These archetypes are rooted in human experiences, traits, and actions, making them recognizable and relatable to audiences. Here's an overview of some common character archetypes:
The Hero – Protagonist, overcoming challenges, saving the day
The Mentor – Wise and knowledgeable, who guides the hero
The Villain/shadow- Embodying evil, opponent of the hero  
The Ally – Loyal companion to the hero, providing support, relief
The Creator/Herald – Bring innovation or threat for the hero
The Jester/Trickster- Provides comedy, and relief but draws attention to important themes
The Shapeshifter – Mysterious character, hard to read its intentions
The Guardian – Major obstacle for the hero
These archetypes can be combined or reimagined to create complex characters. While they provide a frame for storytelling, it's important to develop characters beyond stereotypes and clichés to make them memorable.
References
The Novel Factory (n.d.). Character Archetypes. [online] Novel Factory. Available at: https://www.novel-software.com/character-archetypes/.
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Character Design
A blog by Phantom Cave Studio which I found on LinkedIn, explores the significance of character design in gaming, articulating its role in shaping player experiences and perceptions. It discusses how characters' appearances influence player psychology, the importance of first impressions, the use of archetypes and stereotypes, and the ability of well-designed characters to evoke emotions. Cultural influences on character design and the impact of player customization are also examined. Ultimately, the blog underscores the importance of character design in creating immersive gaming experiences. The previously mentioned blog highlighted for me the importance of understanding the archetypes of characters to ensure an interesting storytelling factor in my art.  
References:
Phantom Cave Studio (2024). The Psychology of Character Design: How Appearance Influences Player Perception. [online] www.linkedin.com. Available at: https://www.linkedin.com/pulse/psychology-character-design-how-appearance-influences-player-zi0wf/.
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