Character Modeller job role research


The process of character modeling for video games relies heavily on computer software applications that allow artists to build a three-dimensional character from digital wireframes and virtual clumps of clay. Character modelers work in the medium of polygons, which are shaped, textured, and painted with virtual tools to produce stunningly lifelike human characters and impressively stylized creatures of fantasy.

Duties

The character modeler works within the art department of a game studio to create 3-D representations of game characters and creatures according to the style and aesthetic set forth by the art director and game designers. After a concept artist’s rendering has been approved, the modeler is instructed to build the character in the digital environment, giving the new being depth and detail. Traditionally, clay models were used as reference tools for hand-drawn animation, but technology has evolved that allows those physical sculptures to be photo-scanned into a software application for computer animation. Today, it is more efficient for game studios to employ specially trained character modelers to create characters entirely in a computer environment. This allows greater flexibility for on-the-spot editing (rather than sculpting a new figure) and enables the modeler to accomplish texturing, painting, and application of UV directly in the program.
Character modelers use software like Maya, 3ds Max, Zbrush, and Blender to build the basic shapes of the character, then refine those figures to include the fine details of skin textures, clothing, and other elements. Most often, these artists work in multiple applications, transporting the model from one program to another in order to maximize the use of tools available in each. For example, a character modeler may begin by mapping together spheres to represent a human character, draw in facial features and limbs, then port that character to Maya to adjust the wireframes that will control hinges (like joints). This person consults with staff character artistsanimators, and character riggers to ensure the model meets with the appropriate style and functionality necessary for gameplay. The modeler must monitor his or her polygon use to ensure that the model does not exceed the allotted memory capacity. A model that uses too many polygons takes more time to render, and therefore can slow the game and create stalling or stuttering during play. The object is to create as much detail and depth as possible on a limited memory budget.

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