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Recolector de Ciencia Abierta, RECOLECTA
Bachelor thesis . 2025
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Modeling a AAA game character

Authors: Garríguez Redondo, Sergio;

Modeling a AAA game character

Abstract

The project consists of an attempt to make a AAA quality videogame character with the goal of exploring the workflows necessary for a character of such level with the current skill level. The beginning of the project is basically the creation of a rough looking concept art to inspire the rest of the development. It continues with the creation of a high poly sculpt that captures all the details of the shape of the character, from the big shapes that form the block out to the smallest pores and wrinkles on the face. After finishing the sculpt the low poly starts to be made with the retopology in Maya. Once the topology is ready, the model is UV mapped and brought into Substance Painter for texturing. The textures are made mostly by hand with the brushes provided by Painter, especially the skin, though some generators are also used. After the texturing the rigging starts in Maya. This stage consists of using advanced skeleton (a Maya plug in) to create the basic joints and place them in the proper places. Then the rig was skinned to the character making it moveable and the facial rig was started. There was an attempt at making it a fully functional FACS system but with so little experience the idea was abandoned because it was too hard to execute. Instead, the finished project contains just a sample of hand made facial expressions. The character is then exported into Unreal Engine where the final renders are made after some struggle lighting and shading the character. Some of the problems found in Unreal remain unresolved.

Create a AAA character modeling going through the entire pipeline from concept to completion while trying to achieve the highest quality. OBJECTIVES: To explore the tools and workflows used in modern AAA game characterrs, which usually require a team of highly specialized people, and to learn what it takes to make a highly realistic character, concept, modeling, rigging, shading, etc.

Country
Spain
Related Organizations
Keywords

Videojocs -- Disseny, Infografia tridimensional, Àrees temàtiques de la UPC::So, imatge i multimèdia::Creació multimèdia::Disseny de videojocs, Computer animation, FACS, Video games -- Design, Texturing, 3D modeling, Video games, Character art, Rigging, Three-dimensional modeling, AAA, Animació per ordinador

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selected citations
These citations are derived from selected sources.
This is an alternative to the "Influence" indicator, which also reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
BIP!Citations provided by BIP!
popularity
This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network.
BIP!Popularity provided by BIP!
influence
This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
BIP!Influence provided by BIP!
impulse
This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network.
BIP!Impulse provided by BIP!
0
Average
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