Next-Generation of Character Concept Art: Creating photo-real people who don’t exist Chip Sineni Vince Proce MIDWAY GAMES
Goals + Issues of Next-Gen project We want ‘realistic’ characters. Can’t spend indefinite time on R&D; Need to be fast- can’t tweak forever. Next-Gen consoles not as powerful as we would like- avoid problems in the ‘Uncanny Valley’.
Target of Next-Gen Photorealistic surface materials. Memorable characters with subtle exaggerated memorable features. In real-life, similar to movies like: “City of Lost Children” “ Sin City”
Previous Character Experiences Concept Defined: Proportion. Mood and Attitude. Rest was solved “Brute Force” Art Direction Team not sure of final objective. Difficult to get approvals. Endless tweaks.
Environment Concept Success For environments we realized we needed to spell out: Architectural relationships, structure and perspective. Mood, Lighting and Atmosphere. Material and Texture.
Starting Next-Gen
Case Study of “Thug 1” Concept Work
Case Study of “Thug 1” First Pass 3-D Character
Case Study of “Thug 1” Second Pass 3-D Character
Case Study of “Thug 1” Realizations Faces and cloth did feel “real”. Next-Gen tech did not solve issues as much as we hoped (normal maps, subsurface scatter simulation, etc) Preproduction of textures and materials were not specified to a degree that there were agreed upon instructions.
Midway ‘Current-Gen’ Detail PS2 generation likenesses of athletes looked more real and believable than our Next-Gen heads.
Case Study of “Thug 1” New Direction Couldn’t CyberScan imaginary people. Using real actors reference did not meet goal. Finding the right materials. Casting call for heads.
Case Study of “Thug 1” New Direction (2) Producing the high resolution photos of facial features that match the original approved sketch. Creating a photo composite “mug shot”.
Case Study of “Thug 1” New Direction (3) Exaggerating certain features to illustrate the characters identity- bad or good, dumb or smart, etc. Clothes research & gathering to match original sketch. Blending, painting, and compositing in final painting.
Case Study of “Thug 1” New Direction (4) “Paper doll” approach for multiple concept ideas for thugs in orthographic pose.
Case Study of “Thug 1” Final Concept
Case Study of “Thug 1” New Direction- Results
Case Study of “Thug 1” New Direction- Results (2)
Case Study of “Thug 1” comparison heads
Case Study of “Thug 1” comparison body
Further Example A- Concepts
Further Example A- Models
Summary WYSIWYG- Art, Design, Tech, Production. For our Next-Gen Characters we now specifically define: Proportion. Mood and Attitude. Material and Texture. Process works well with outsourcing. Questions?