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Modeling Next-Gen Characters: From Concept to Game
Price $5.95
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SKU GDC-06-062
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Description
Modeling Next-Gen Characters: From Concept to Game,
1596

Visual Arts, Lecture

Jerry O'Flaherty
Art Director, Epic Games Inc.

Kevin Lanning
Character Modeler, Epic Games Inc.
The visual fidelity possible with next-generation platforms begs for more realistic and detailed character models. This session discusses the character pipeline used at Epic Games to create the stunning models seen in the upcoming Xbox 360 title, GEARS OF WAR. The speakers start with an idea, and take it from concept art, to an extremely high-poly character mesh, to the final in-game asset. ^/BR^^/BR^ From the mechanical parts to the organic bits, the demonstration shares techniques used at Epic Games to achieve visually amazing results.

Attendees learn the process of taking a concept and breaking it down into manageable items and objects to be modeled. The speakers show an abbreviated process for generating a low-polygon mesh as an in-game model and a high-polygon mesh for creating normal map information. Special attention is given to tricks and techniques learned at Epic Games for increasing productivity in modeling extremely complex characters.

This session is geared towards Character Artists who want learn how to improve their overall pipeline productivity and Asset quality in creating characters for next-generation platforms. While this session uses Unreal Engine 3 as a driving example, the overall principles are applicable to other game technology. The target experience level is intermediate artists with a solid foundation of character modeling. Beginners should feel welcome, as the speakers hope that the session will demystify the process of creating character content for next-generation engines.

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