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2D Art For Realtime
3D Web Game
Content:

This session will discuss the formation 2d art for real time 3d
web game.

• Character
• Environment
• Artwork for PR
Part 1: Character

   Character style




        The characters were sketched in different styles
After a survey, this style was voted by gamers
concept                         3d model


3d character was made based on a 3d concept It looks so cute
Character in fixed   And wearing a hat
   cam mode
Some animation samples. The animations are hard to see
        and interactive from this camera angle
How do you improve these
       problems?
Step 1:




• Adjust the hip higher
• Pull the arms and legs longer
These not enough adjustments because the result are
still not better from this camera angle.




       original                      fixed
Adjust the ratio of body and head a second time




Increase the scale of the arm and leg, then decrease the scale of
the head. This way the character is more balance and attractive
Old 3d character            New 3d character




   New 3d character in perspective viewpoint
Step 2: Adjust the camera angle and make the camera move in
   a flowing path.
With a new angle and movement of camera, we can
  observe costumes and funny animations easily
 Costume:

The costumes, which are made separately, are really nice. For
example: shirt, pants, glovers, hat. But when they were
combined together, the result wasn’t good.


Solution:

 • Full set

 • Topic
Fullset sketches
Occupation sketches
Part 2: Environment
Because of limited art resources, when a 3d scene is created
from 2d sketch, these contours can’t be drawn, so the result
between 2d and 3d is not the same.
For solving this problem, just cleanup these contour, so
that the final result is similar.
A concept artist, who usually makes mistakes, wants to show
the density of the objects to look like real life.
A large amount of polygons are showed in a small area , so
this way is not good for game performance
A tip for optimizing art resources
• 2d and 3d artists use a common texture library




        Example : using common texture library
Part 3: Art work for PR
 2D Sketch
 Character’s pose in 3d
 Retouch and add more details
 Final step, Combine all characters together, and add the
  background and effects.
• This method is really effectine, when an artwork is drawn
  by many artists at the same time.
• 2d artists want the characters of artwork and in-game to
  be the same.
Some artwork were made using the same method.
Conclusion:
• Defining the camera’s angle and active range is the most
  important thing for the next steps.

• Avoid drawing many details in a small area.


• 2d and 3d artists should use a common texture library .

• Combine 2d and 3d for drawing an art work.
OGDC2012 2D Art For Realtime 3D Web Game_Mr. Khanh, Pham Ngoc Vu
OGDC2012 2D Art For Realtime 3D Web Game_Mr. Khanh, Pham Ngoc Vu

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OGDC2012 2D Art For Realtime 3D Web Game_Mr. Khanh, Pham Ngoc Vu

  • 1. 2D Art For Realtime 3D Web Game
  • 2. Content: This session will discuss the formation 2d art for real time 3d web game. • Character • Environment • Artwork for PR
  • 3. Part 1: Character  Character style The characters were sketched in different styles
  • 4.
  • 5.
  • 6. After a survey, this style was voted by gamers
  • 7. concept 3d model 3d character was made based on a 3d concept It looks so cute
  • 8. Character in fixed And wearing a hat cam mode
  • 9. Some animation samples. The animations are hard to see and interactive from this camera angle
  • 10. How do you improve these problems?
  • 11. Step 1: • Adjust the hip higher • Pull the arms and legs longer
  • 12. These not enough adjustments because the result are still not better from this camera angle. original fixed
  • 13. Adjust the ratio of body and head a second time Increase the scale of the arm and leg, then decrease the scale of the head. This way the character is more balance and attractive
  • 14. Old 3d character New 3d character New 3d character in perspective viewpoint
  • 15. Step 2: Adjust the camera angle and make the camera move in a flowing path.
  • 16. With a new angle and movement of camera, we can observe costumes and funny animations easily
  • 17.  Costume: The costumes, which are made separately, are really nice. For example: shirt, pants, glovers, hat. But when they were combined together, the result wasn’t good. Solution: • Full set • Topic
  • 21. Because of limited art resources, when a 3d scene is created from 2d sketch, these contours can’t be drawn, so the result between 2d and 3d is not the same.
  • 22. For solving this problem, just cleanup these contour, so that the final result is similar.
  • 23. A concept artist, who usually makes mistakes, wants to show the density of the objects to look like real life.
  • 24. A large amount of polygons are showed in a small area , so this way is not good for game performance
  • 25. A tip for optimizing art resources • 2d and 3d artists use a common texture library Example : using common texture library
  • 26. Part 3: Art work for PR  2D Sketch
  • 28.  Retouch and add more details
  • 29.  Final step, Combine all characters together, and add the background and effects.
  • 30. • This method is really effectine, when an artwork is drawn by many artists at the same time. • 2d artists want the characters of artwork and in-game to be the same.
  • 31. Some artwork were made using the same method.
  • 32. Conclusion: • Defining the camera’s angle and active range is the most important thing for the next steps. • Avoid drawing many details in a small area. • 2d and 3d artists should use a common texture library . • Combine 2d and 3d for drawing an art work.