Since I am both a 2D and 3D Character Artist, I thought it would be good to research the different aspects of my role. This is according to the websites, Glassdoor and CGspectrum, which have detailed descriptions of a character artist’s role.
I’ve highlighted some of the things I will actively be doing during this semester and things that I would ideally like to achieve this semester.
General Character Artist
‘Character artists develop concepts for characters and then bring those characters to life, either drawing them by hand or using digital design tools.‘ – Glassdoor
- Develop concepts for characters and then bring those characters to life (either drawing them by hand or using digital design tools)
- Render sketches and use illustration software programs to produce artistic projects
- Collaborate with designers, art directors, and other creative professionals to establish and refine the vision for the characters, setting, and other elements.
- Partner with creative leads to conceptualize and model characters and hard surface accessories based on original art and photographic reference.
- Collaborate with the character technical directors to help define [modelling] standards for rigging, deformation, and simulation within performance budgets, and other run-time requirements.
- Review work from external partners and provide detailed direction and feedback.
- Become familiar with new tools, performance capture hardware, software and data, and other emerging [modelling] techniques.
3D Character Artist
‘3D character artists create digital 3D models of characters for films and video games. Models are often based on illustrations drawn by a concept artist.‘ – CGspectrum
- Producing high-quality, anatomically feasible, photo-real or stylized CG character models in line with brief and/or reference material
- Interpret abstract ideas or concept art into the creation of compelling photo-real or stylized character
- Presenting work in a turntable style environment with acceptable lighting for progress reviews and approval (including scale reference)
- Ensuring consistency of UV mapping and polygonal subdivisions
- Facilitate the creation of high-quality photo-real texture maps
- Researching reference materials for aesthetics and genre of game, film or animation
Right now, what I have been doing is drawing out the sprites of the characters, creating and tweaking Eta’s 3D model, and trying to bring the characters to life by referencing their game and media influences. I feel that these websites have allowed me to become more confident in my role and the expectations I have for myself this semester.