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Game art 3D

From concept to 3D object
What is a concept?
A concept is an idea, for a game, gameplay, a
character, assets, etc.
An idea with a story behind it, a...
Where do you start?
At the beginning..
Think of a backstory and sketch, sketch some
more, and then some more just for good...
Sketching
Sketching
Sketches don’t have to be perfect, it is a way to
put your ideas out of your head and on to paper.
Sketch a lot,...
Sketching
Sketching
Sketching
Silhouetting
Use this to see if your object, character.. or
whatever you are designing is visual appealing.
Use silhouetti...
Silhouetting
Silhouetting
Silhouetting
Silhouetting
Silhouetting
Artwork
Ones you have chosen a style, found the right
silhouette and made up your mind with the
sketches. It’s time for so...
Artwork
Artwork
Artwork is for you, your lead, boss, concept
owner or paying customer. It lets them see what
you came up with.

An...
Artwork
Artwork
Artwork
Artwork
Artwork
Assignment
You're at the Game Developers Conference and you meet a game designer who says he works for
Medieval Games Stud...
Assignment
Given what you do know, make a list of 10 items that could replace a standard "crate" in a game
that your new f...
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Concepting

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GAME Art 3D concepting

Concepting

  1. 1. Game art 3D From concept to 3D object
  2. 2. What is a concept? A concept is an idea, for a game, gameplay, a character, assets, etc. An idea with a story behind it, a feeling, a mood, a history..
  3. 3. Where do you start? At the beginning.. Think of a backstory and sketch, sketch some more, and then some more just for good measure..
  4. 4. Sketching
  5. 5. Sketching Sketches don’t have to be perfect, it is a way to put your ideas out of your head and on to paper. Sketch a lot, really. Not just one, but 10 or 20. So, always bring paper and pencils to this class.
  6. 6. Sketching
  7. 7. Sketching
  8. 8. Sketching
  9. 9. Silhouetting Use this to see if your object, character.. or whatever you are designing is visual appealing. Use silhouetting to see if your art pops.
  10. 10. Silhouetting
  11. 11. Silhouetting
  12. 12. Silhouetting
  13. 13. Silhouetting
  14. 14. Silhouetting
  15. 15. Artwork Ones you have chosen a style, found the right silhouette and made up your mind with the sketches. It’s time for some artwork.
  16. 16. Artwork
  17. 17. Artwork Artwork is for you, your lead, boss, concept owner or paying customer. It lets them see what you came up with. And more importantly, can give you a go. So you can finally open 3D studio max and create your vision.
  18. 18. Artwork
  19. 19. Artwork
  20. 20. Artwork
  21. 21. Artwork
  22. 22. Artwork
  23. 23. Assignment You're at the Game Developers Conference and you meet a game designer who says he works for Medieval Games Studio (note: this is a fictitious company name). You and he strike up a conversation, and you ask what he's working on: "I can't say. I'm under NDA right now," he replies. "But I can tell you that we're in the very early stages of preproduction for a next-gen console game." You firmly decide that this will not stop you from networking with this guy. "Without saying anything about the game," you say, "can you tell me vaguely what kinds of challenges your team is facing at this stage in development?" "Sure," he chirps. "The artists are fleshing out early concept sketches for characters and NPCs. Oh! The designers and artists have been working together to come up with a new object in the game that will essentially be a crate, without being a ‘crate,' if you know what I mean." "Neat. Maybe I can help you come up with some ideas! What's the game about again?" "I can't say," he reminds you.
  24. 24. Assignment Given what you do know, make a list of 10 items that could replace a standard "crate" in a game that your new friend can pitch in the next design meeting. Consider what information you do have: • The company is called Medieval Games Studio. This might tell you something about the kinds of content the company is likely to be working on. • You want to provide a range of ideas, since you really don't know what the game will be. • "Crates" need to be simple objects which, in and of themselves, don't take up a lot of memory (read: low poly count). • Crates are used for storing, blocking, building, climbing, throwing, smashing, and more! The object needs to be versatile, movable, stackable, and stable when situated on the floor. Come up with a list of 10 items and sketches. You may add a few words to each item about the source of inspiration or explanation for why it would work -- but be brief!
  • rvdkraats

    Mar. 2, 2015
  • Farbolouse

    Oct. 19, 2014

GAME Art 3D concepting

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