Well if you think about it these are the people actually making a living of their art skills , while teachers are (more often than not) people who didnt make it in the industry and are just repeating what they too were taught instead of speaking from real workplace experience
I've worked in games for five years and I still found this educational. Thanks so much for making these! It really helps explain things to curious friends and relatives :)
Thank you so much for this fun and informative series!! Learning so much! And it's really inspiring to see your artists at work and giving advice. Looking forward to more of these! :)
This series is great, I'm learning a lot already, even though I'd spent a lot of time doing 3D and this video particular has a lot of stuff I already know, it made me realize that I need to understand more about shaders and spend more time in Substance Painter.
Your 3d teacher may need to adjust his lessons a little bit. tris are completely acceptable and preferred in some cases in low poly game models. You only want to maintain all quads for subdivision models, which is used in pixar style animation and hard surface source meshes (and even then you use other n-gons) but never in final game art.
I love this series! When applying for a job, do specific technologies matter as much as having the skill? I typically do high poly sculpts in Blender and then texture with Substance Painter. Also, are there other technologies or skills that help?
The foundational skills are the most important, and the thing that takes the most time to develop (anatomy, color theory etc) As long as you can show a quality end product, employers will be less concerned with which tools you used to get there.
Learning Sculpting is actually really easy. You have shapes, different brushes, dyntopo etc... you can learn this in just a few months.. learning anatomy needs years of practice and experience.. so keep trying and when you're not improving, it's normal!
this is literally exact what I want to do in life :D I still have a lot to learn but one day I´ll make a game! My brother tried to do the same thing but he didn´t know what he want to do. I´m trying to set my goals and learn quick so I don´t make the same mistakes!
Great vid. Btw is there a place on the web when I can find tutorial SPECIFICALLY oriented tocharacter creation for videogames? There is a lot of stuff for concept art, and some general ora hyperspecific stuff for zbrush, but not a coherent guide to the character creation pipeline.
Lol! ...sigh... yeah that's entirely my bad. Nunu and Willump got entangled in my brain, and I *literally* spent 9 months of production calling Willump Nunu...even with everyone correcting me on a daily basis -_- words are hard
No, the height map doesn't do that, it only tells you what on your model should gain height. So if your original model is too low poly, and your height map has a lot of detail about what should move, then it will not be able to do it correctly. Thus you need to increase the amount of polygon to correctly read your height map (most of the time). But it's a separate thing, and not what the height map does.
@@WirtyDord Hmmm...the real answer is: "it depends". The heightmap captures the highpoly height information relative to the low poly (how much higher do I need to go from the low poly to reach the high poly for every pixel on the map). It's just data. What you choose to do with that data will determine if it adds polys. Modern games have real-time tessellation, which means the game DOES actually add extra polys to your scene, but does so selectively and dynamically. It uses the heightmap to do that. Other shaders will use the heightmap to determine faked parallax, which does NOT add polys, but still creates the look of height by distorting your material as you move around it.
People Like me : 8:46 (purchases a goddammn 2nd Hand Book From Ebay about Human Anatomy A Pro,Epic Dev : Models A Characters In Blender , Open Mixamo,Rig,Noice😁😁😁
I am looking for a used laptop giveaway in southern Vietnam, with chip >8th and working properly screen for learning Zbrush (Because my laptop screen is fading. My laptop cpu is 5th intel Gen i3 with 2 X.) Thanks for reading and good luck for all artists in the world.
this isn't really describing character art so much as a 3d character model. Characters don't always have to be 3d. Also you should have talked a bit about how a character is originated. Starting with the fact that the concept art (which you didn't actually describe last video) is used to present different versions of a particular character or item or world/background in order for your director (or lead developer or whatever), to choose from. So your character starts with your description, and how it looks, before ever getting to the 3d model stage. I do understand that this is supposed to be an overview and not an in-depth tutorial on making games, but regardless of how many people say this series is great, it doesn't really offer much in the way of information. I guess if it inspires people to get into game art, then it's probably done it's job, it's just, I'm watching these videos to get something a little more substantive.
In the industry, when someone refers to 'Character art' it's usually assumed to mean '3d character art'. It may be that what you're missing from these is something like an orthographic turnaround concept. The truth is, we don't use those very often when working internally at Riot, because we often don't need them. The Character artist is usually translating the concept drawings into 3d while the idea is still very rough, and then we ping-pong the design back and forth with the Concept artist in a collaborative way, each adding and refining parts of the design as we go. Some companies have a very rigid pipeline that requires concepts to be locked before 3d starts, and expects the Character artist to copy the ortho concept verbatim, but we've found a more flexible process makes for a better pipeline. Every studio varies, and even terminology gets applied differently from place to place.
"If it´s not hard, you are not learning"
*reality hits hard like a sledgehammer*
Similar to the saying "falling hard is learning hard" it's really true doe
Every one over the age of 18 knows the importance of keeping things hard...
Hehe but I'm stop acting like a 12 year old now 😜
Tbh, I agree with him, getting really good at something, takes times & you need to be passionate about it.
damn
"There are no two words in the English language more harmful than "good job" " - from movie Whiplash
Wow, agent 47 gives some pretty rad advice
This is better than my art class.
Well if you think about it these are the people actually making a living of their art skills , while teachers are (more often than not) people who didnt make it in the industry and are just repeating what they too were taught instead of speaking from real workplace experience
Art class is only good for 1 thing
Competition and doing things regularly
@@幽霊船-o4h lol, 1 thing
riot game shire men employee to sexually harress their employees
Thanks Saitama, very cool.
hahahaha!
I've worked in games for five years and I still found this educational. Thanks so much for making these! It really helps explain things to curious friends and relatives :)
Thank you for this high quality insight of this topic! ♥
Glad you enjoyed it :)
so cool you guys and doing these... not only breaking down the process but give us more about the artist behind the scenes
This playlist is gold
Oh so this is a series? Thats great!
So cool that you take time to make this. So detailed. A video for every detail.
Who needs school when there are great videos like this on the youtube?
9:17 he called Willump "Nunu" ...i thought such creatures went extinct
:D Nunu has 6 arms, sure.
IT'S NUNU'S MONSTER, NOT NUNU.
These videos are so useful! It’s really good to have all this information so I know what kind of goals I should be making
This series is so well done.
it's so enjoyable/nice/pleasant to watch this playlist *-*
Guess you aren't learning anything from it lol
thank you so so much for this! I want to become game character and game asset artist.You did better explain than my university.Thank you a ton!
8:40 Willem ma dude... When you get so good at Sculpting... YOU BECOME THE SCULPT!
Thank you so much for this fun and informative series!! Learning so much! And it's really inspiring to see your artists at work and giving advice. Looking forward to more of these! :)
This series is great, I'm learning a lot already, even though I'd spent a lot of time doing 3D and this video particular has a lot of stuff I already know, it made me realize that I need to understand more about shaders and spend more time in Substance Painter.
Love this series!! You guys really know what's in beginners' mind...orz
hi Im in one of those really uncreative and discouraged slumps right now w/ my art so this helped a bit thank you!
Glad we could help out :)
Omg the art for this video and the jokes are realy funny :-) :-) :-)
The bald guy looks like the handsome version of King Tut tbh and I'm here for it
Great explanation! Being a character artist is always my dream. Still working on it!
Thanks for amazing info Blair and Elena! Realy usefull topics, as well as previous episode \o
This is better than all my art classes in the university
These videos are just amazing!! So helpful and encouraging.
This is better than Netflix.
i just found a hidden gem series, well done me
these videos are edited so well! i love em ~!
I'm a character artist, I feel bad that I can't name all the bones.
8:00 New Malphite Update looks amazing
* o *
Awesomely explained!!
these videos are really useful ,many thankssss to you ,keep going
3:39 triangles in topology, my 3D teacher would be dying a bit
Your 3d teacher may need to adjust his lessons a little bit. tris are completely acceptable and preferred in some cases in low poly game models. You only want to maintain all quads for subdivision models, which is used in pixar style animation and hard surface source meshes (and even then you use other n-gons) but never in final game art.
Interesting
So you came here .....
Dope the 3D model was Vi. Just finished watching Arcane
This series is amazing and hilarious!!
thank you for explaining what I do to my parents
can we team up ?
I love this series! When applying for a job, do specific technologies matter as much as having the skill? I typically do high poly sculpts in Blender and then texture with Substance Painter. Also, are there other technologies or skills that help?
The foundational skills are the most important, and the thing that takes the most time to develop (anatomy, color theory etc) As long as you can show a quality end product, employers will be less concerned with which tools you used to get there.
your channel is awesome
Learning Sculpting is actually really easy. You have shapes, different brushes, dyntopo etc... you can learn this in just a few months.. learning anatomy needs years of practice and experience.. so keep trying and when you're not improving, it's normal!
Mom: so why u don't want to work in game industry anymore?
Me: I watched those wideos
Great info loving these!
this is literally exact what I want to do in life :D I still have a lot to learn but one day I´ll make a game! My brother tried to do the same thing but he didn´t know what he want to do. I´m trying to set my goals and learn quick so I don´t make the same mistakes!
Good luck man hope it turns out well
I am a developer, looking for an artist. Do you want to colab for a platformer game?
I'm a freelancer in 3d character modeling and one day I'm going to work on this team.
Hi there, i want to become a 3d modeller too one day. Can you tell me if you have to do any math in 3d modeling?
Whitney H I love how he said nothing to you.
These are great gang, please keep making them and how can I help support?
finally something very usefull , good job
Great vid. Btw is there a place on the web when I can find tutorial SPECIFICALLY oriented tocharacter creation for videogames? There is a lot of stuff for concept art, and some general ora hyperspecific stuff for zbrush, but not a coherent guide to the character creation pipeline.
Cgpeers is your answer! You're going to thank me later
thank god this exist
thank you so much for doing this
I was scared that Russian girl at 11:00 was gonna say just get good :D
Love it ❤
Niceeee video thanks :D
I love these videos!
Amazing!
Hm...Are they that disconnected from the characters or I am missing something ¿ 9:16
true tho
Lol! ...sigh... yeah that's entirely my bad. Nunu and Willump got entangled in my brain, and I *literally* spent 9 months of production calling Willump Nunu...even with everyone correcting me on a daily basis -_- words are hard
@@ChaosEidolon so you are willem?
9:58 I was thinking about that.
is there anything that goes more in-depth for becoming a inspiring character artist
Probably a book
I wonder what kind of books or videos I can refer to study principles of character animation as a non-artist. Any recommendations?
what's the zombie game shown at 0:09?
Music at 5:25 ?
*millions* of bones in the human body
song name at 0:55 ?
Does a height map create more polys?
WirtyDord no
No, the height map doesn't do that, it only tells you what on your model should gain height. So if your original model is too low poly, and your height map has a lot of detail about what should move, then it will not be able to do it correctly. Thus you need to increase the amount of polygon to correctly read your height map (most of the time). But it's a separate thing, and not what the height map does.
@@NukaColaLight Okay, that makes sense. Thanks!
@@WirtyDord Hmmm...the real answer is: "it depends". The heightmap captures the highpoly height information relative to the low poly (how much higher do I need to go from the low poly to reach the high poly for every pixel on the map). It's just data. What you choose to do with that data will determine if it adds polys. Modern games have real-time tessellation, which means the game DOES actually add extra polys to your scene, but does so selectively and dynamically. It uses the heightmap to do that. Other shaders will use the heightmap to determine faked parallax, which does NOT add polys, but still creates the look of height by distorting your material as you move around it.
Why is the cast beige?
Why the FUCK AM I NOT LEARNING ANY OF THIS IN COLLEGE?!?!?!
And i still have a question who desing thr the map
Why not use clay and scan it in amd make your own texture packs?
That bald dude is handsome as fuck. what the shit.
Yeah I already "know" this but..... it's one thing to know it. It's another to execute. I've said this before right? I've said it cause it's true.
10/10
Whats the game at 1:30?
Either Halo 4 or 5
Come on boys, lets work out our polygons if you know what I mean
Arrrr I need 0:44 music! Please!
Urf 2015 ( Welcome to planet Urf ) login theme, League of Legends =D
Elena is Brazilian?
I feel like I'm being taught game art by Ezreal.
Buff riven Please
Turkish subtitles why not?
So you guys focused only on 3D art. I wish you guys did 2D too. There's still some 2D games around, right?
06:07
"There are no two words in the English language more harmful than "good job" " - from movie Whiplash
I still don't understand what normals do
People Like me : 8:46 (purchases a goddammn 2nd Hand Book From Ebay about Human Anatomy
A Pro,Epic Dev : Models A Characters In Blender , Open Mixamo,Rig,Noice😁😁😁
Do you have to do math in 3d modeling?
I am a developer, looking for an artist. Do you want to colab for a platformer game?
hice una clase de personajes
GUYS I WANNA BE A CHARACTER DESIGNER
this episode was more soft toug
anatomy... ah shit
Please make a MMORPG
Pls turkish subtitle pls
Even a nerdy Russian is still really cute. I mean, lol.
Can you stop with that music it is in nessecery for the video and it drives me insane good video
W H A T I S T H E T Y P E O F M U S I C U S E D I N T H E I N T R O
ive been trying to find it for years
its the urf champ select music
Anatomy ; w ;
I am looking for a used laptop giveaway in southern Vietnam, with chip >8th and working properly screen for learning Zbrush (Because my laptop screen is fading. My laptop cpu is 5th intel Gen i3 with 2 X.) Thanks for reading and good luck for all artists in the world.
Riot why you do this to ME, TEL ME
this isn't really describing character art so much as a 3d character model. Characters don't always have to be 3d. Also you should have talked a bit about how a character is originated. Starting with the fact that the concept art (which you didn't actually describe last video) is used to present different versions of a particular character or item or world/background in order for your director (or lead developer or whatever), to choose from. So your character starts with your description, and how it looks, before ever getting to the 3d model stage. I do understand that this is supposed to be an overview and not an in-depth tutorial on making games, but regardless of how many people say this series is great, it doesn't really offer much in the way of information. I guess if it inspires people to get into game art, then it's probably done it's job, it's just, I'm watching these videos to get something a little more substantive.
In the industry, when someone refers to 'Character art' it's usually assumed to mean '3d character art'. It may be that what you're missing from these is something like an orthographic turnaround concept. The truth is, we don't use those very often when working internally at Riot, because we often don't need them. The Character artist is usually translating the concept drawings into 3d while the idea is still very rough, and then we ping-pong the design back and forth with the Concept artist in a collaborative way, each adding and refining parts of the design as we go. Some companies have a very rigid pipeline that requires concepts to be locked before 3d starts, and expects the Character artist to copy the ortho concept verbatim, but we've found a more flexible process makes for a better pipeline. Every studio varies, and even terminology gets applied differently from place to place.
Except super f complicated lol
litterly me; 0:34
my character is cube with a cute face and a gun. in 2D. made of pixels