LightStriker
45317
1125
62
Welcome back to "How it's made? Video Game edition" ;)
Previously;
- How hitboxes work; http://imgur.com/a/fGIAG
- How a frame is rendered; http://imgur.com/gallery/714ao
Someone asked how video game characters are made. It's a long and complex process where a single character can take months to make with many different specialists. So I'll try to make it as simple as possible.
On a side note, we started sending a demo to some people, and our Greenlight and Kickstarter have been announced to be on April 6. If you look Hellpoint on Youtube, you may find people trying it out. :)
Software: Photoshop and many others
We start by deciding what our character should look like. It can involve dozen of drawing and concept. The software used is really dependent of the artist. Each artist has their own way of doing things. Some mix 2D with 3D, some prefer to just draw. Some even start from paper sketches before scanning them and painting them on computer.
In some case, we may need dozen of drawing to figure out every aspect and angles of a character. Even more if its wearing equipment.
Software: Z-Brush
Once we like the concept, we made a high-resolution sculpture in Z-Brush. It's very high resolution, made of voxel - million of dot in space, a cloud that form a shape. The file for this specific character is a bit over 500 Mb on disk.
We want that kind of detail because it allows us to get imperfections, which would be impossible otherwise. It's like sculpting clay; you always have tiny imperfection which makes it unique.
Software: Z-Brush
Once the shape is good, a first "coat" of color is applied. In Z-Brush, this is called "polypaint". It's a basic color coat to figure out what goes where. We don't spend too much time on that because more details will be added later.
Software: Z-Brush (or other)
We make here a low resolution geometry, made from points and triangles. This character, being a huge boss, is made of 24,000 triangles. Our main character is about 9,000 triangles and most enemies are about 6,000. We have to take into account that they can also equip equipment, which means more triangles.
Even if the mesh display some shape that are not triangles, it's only to help edit it. In the end, it's always triangles. ;)
Software: 3DS Max or Maya
We take the low resolution mesh and unwrap it on a 2D plane. This allows us to assign an image to position on the mesh. This is how a mesh is colored in a video game; the video card draw the texture on the geometry.
If a spatial position is describe as X, Y and Z, the unwrap is U and V. For purpose of 3D Texture, the W is reserved. R, G, B, A (Red, Green, Blue, Alpha) are also used to assign color on the mesh, if needed. So each point in space of a mesh is at least 10 numbers; R, G, B, A, U, V, W, X, Y, Z.
Software: Z-Brush or Substance Painter
We then take the high-resolution and the low-resolution mesh and make the software create a texture that shows all the difference between them. It's called a normal map, and it stores information about how the high resolution mesh is shaped.
In the game, this information is used to decide how the lights and reflection are applied to the rendering. The normal map is local information of surface, where the Red color is horizontal and the Green is vertical. The blue color is usually not used, but sometime can store the depth.
Software: Substance Painter
We add a lot more detail by painting directly on the mesh in a software called Substance Painter. This allows us to paint not only color, but physical property on the mesh. Is it made of metal? Plastic? Is it rough? Smooth? Is it emitting light? We can even add detail to the normal map.
This allows us to export 4 different texture for the character; the diffuse (color), the normal, the metal/smoothness, and the emission in format handled by the video game engine.
Software: 3DS Max or Maya
To make a character move, we need to "rig" it. We create a skeleton, in a way fairly similar to how living organism move in real life. Each bones can move around.
For movies, "muscles" are also added to make the mesh bulge out when flexing. In video game, this kind of technique is usually too expensive to use or is reserved to specific scene where that kind of deformation is quite noticeable, like facial closeup.
Software: 3DS Max or Maya
Each vertices are assigned "weight" to one or many bones of the skeleton. Usually a game for mobile will be limited to 2 bones per vertex. In modern PC games, we can go up to 4. However, there's a performance cost with having so many bones influencing a single vertex.
The animation here shows the weight distribution for each bones, one at a time.
Software: 3DS Max or Maya
An animator add keyframe for each position the character takes. Chaining them gives you an animation. The character is moving, and its skin is deforming to follow the bones.
Software: Video Game Editor
We then bring all that data (mesh, texture, animation) to the video game editor. Usually, a video game engine also have an editor to build the game.
We create materials that targets all our texture and a shader. A shader is a video card program that describe how the mesh should be drawn, how all the texture are used
Software: Video Game Editor
You can see the low poly geometry here. Even if the number of triangles is low, the normal, metal and smooth maps help a ton to give more detail to the character.
Software : Video Game Editor
We then add all the needed stuff to make it come to life; collider, hitboxes, AI, animation component, etc. The code may override some animation, for example when a feet hit the ground.
Sound, particles, or any kind of special effect may be added on the animation or the mesh itself.
Software: In Game
This is the final result of an animated character in our game. All the effects have been added to make it draw the same was as in-game.
And now he is ready to crush you in a world of hurt. :)
Let me know if you would like to learn more about how video games are made. Do you have anything specific you would like to know?
BlainesMagmar
I'm glad to see another update on this! Please never give up, we support your dreams!
LightStriker
Not planning to. :) Greenlight and Kickstarter on April 6!
OctaviousBlack
I've been trying to learn game development and understood everything, I must be doing something right!
LightStriker
Nice. You're going in the right way... or I'm way off the track. :p
rimehoarfrost
Totes down, bring it to PS4!!!
LightStriker
PS4, Xbox One and PC actually.
HeroOfOakvale
Got to play the demo of this. They are doing some pretty awesome stuff. I'm excited to see how they progress from here.
LightStriker
Hey! You're everywhere, aren't you? :p
HeroOfOakvale
Gotta be. ;]
ImgurUsernameispending
LightStriker
Greenlight and Kickstarter on April 6. :)
ImgurUsernameispending
Xenolith166
This isn't getting nearly enough upvotes
LightStriker
Imgur works in mysterious ways!
Znayx
It needs every upvote. Ever.
Dogmistachio
Shiii man that awesum. Any internship available for a humble 3D environment artist finishing school soon?
LightStriker
Anywhere near Québec?
Dogmistachio
Ah damn no. Im currently still in malaysia to finish my studies.
LightStriker
Ouch, that's not very close.
Cameh
Trying to animate models for my game currently and I hugely respect the time and effort you've put into your work! Nice work @OP!
LightStriker
Thanks, but I'm not alone. ;)
Jhecht
@OP can you hire me ... just because? I mean I do have programming experience but my only game dev is with Unity to fiddle around.
LightStriker
Anywhere near Québec? :p
Jhecht
No, but I'd be willing to move?
TheDelrubioTriplets
Amazing. Thanks for this.
LightStriker
Anytime. Anything you would like to know?
PresidentBolbi
Glad to see this finally posted, been waiting! I'll have to read it when I get off work!
LightStriker
Hope you enjoy!
PresidentBolbi
Me too, could use something to do when we die down a bit
LimJahey504
Space Souls
LightStriker
Dark Space. ;)
LimJahey504
I'm doing another run thru DS3 so I'd definitely play this haha
LightStriker
Greenlight / Kickstarter on April 6 if you wish to help ;)
LimJahey504
Message me the link/details and I'll help if I can
CanadianParadox
Its cool to see your workflow for character creation. I also prefer going high poly to low poly for modeling. Do you need a intern? I just
CanadianParadox
Got my bachelors in video game design and would love to get some experience. I have a portfolio if you are interested.
LightStriker
Where are you from?
CanadianParadox
Rhode Island but I'm willing to move. Ive been planning on it anyway since there are little to no jobs here for VGD after 38 studios.
LightStriker
Speak French? ;) You can always send us your resume at [email protected]
CanadianParadox
Not yet, but I do love to learn.
TheManEric
Too dumb to understand most of this. Smart enough to know this took a great deal of effort.
LightStriker
Making a video game is hard fun work :)
Sharklaserspewpew
MUst be satisfying to have something to mess with and know you created it.
LightStriker
Been doing that for 12 years. Wouldn't do it if I didn't enjoyed it. ;)
NimikoKiri
This is already better than Mass Effect's new animations and models
LightStriker
The burn is real!
WilliamByrd76
Already sick of hearing this joke. The game is good, you would know if you played it.
SmoogallyPoof
If it's coop either couch or online I'm gonna buy it.
LightStriker
Splitscreen co-op and pvp, yeah.
SmoogallyPoof
Is it just 2 players?
LightStriker
Currently yes. If we get the money for online, we want to get it to 4.
Gimmix332
It's looking really good
LightStriker
Thanks! :)
ThebadguyfromTron
@LightStriker if you need any writing or VA work done please let me know
LightStriker
Mind sending me an email at [email protected]?
ThebadguyfromTron
No worries, just sent one through.
LightStriker
Thanks.
thedogemperorofmankind
Aw, man. For a moment I read "hellgate" as in hellgate: london, and I thought there was gonna be a sequel
LightStriker
Sorry.
thedogemperorofmankind
to be honest there is every chance your game is going to be a hell of a lot better, it's just... I really really liked that HG:L trailer
TheEmperorOfMankind40000
Wow it's looking beter. Keep,up the good work!
itsfuckingcoldherealways
Looks like ME animators got lazy or weren't given the time/resources
LightStriker
Animators... We have 1 animator. Singular. ;)
Treshman
did you set a release date for this?
LightStriker
End of 2017.
Treshman
So how is the game so far
LightStriker
Working on it. Some streamers got access to the demo. https://youtu.be/2li9WqQ0-O4
PixelFire93
You've got some talented people on your team :) What role do you play, if you don't mind me asking? How long did this character take?
LightStriker
I'm the programmer. This specific character didn't need much rework, so it was about a month and a half.
JerfyMcGriddles
@OP Can you hire me as an assistant sound designer? Let me know if you want my resume. I've always wanted to work in game audio.
Denvercoder09
Also do you need some programmers? I do a bit with unity.
JerfyMcGriddles
Helps if you reply to @OP but I got ya.
LightStriker
Thanks. :)
LightStriker
We might need a network programmer later. But honestly, it's not a simple project. ;)
LightStriker
Have any experience?
JerfyMcGriddles
I've worked at several studios, worked as an assistant designer for theatre, and worked live sound... So everything but.
LightStriker
Mind sending your resume to [email protected]?
JerfyMcGriddles
Will do!
TopHattedTeaMan
Did you get a job
TeeMee123
Guacamole.
br0cha
up voting for the effort
Gutsman25
Am I missing something or is this a SoulBorne game that is counch-coop. Cause if so, you had my curiousity... Now you have my attention.
LightStriker
Co-op/PvP in splitscreen, yup. :)
Gutsman25
Will coop use a revive system or a respawn point for downed players?
LightStriker
Respawn point. We still want it to be a challenging game.
LightStriker
The whole story can be down in splitscreen co-op.
DavidRobertson19
Neat looking game
LightStriker
Thanks. ;)
NorthernCracker
How do you work on level design? i have future plans to create a horror game based on current virtual reality technology.
Gropwel
Hi! I make the LD on Hellpoint, long story short: timing is the key to the universe. Perfect the timing and be a great dungeon master.
LightStriker
I actually write the code.
NorthernCracker
ah, alright
PieluverCaolan
Oooooh its you guys again! Glad to see more stuff :)
LightStriker
:)
PieluverCaolan
Your game is cool and you should feel cool! (Huge fan of the magic mechanics so far that I heard of, had a nice chat last time :P)
LightStriker
Actually... Feeling pretty tired, fixing bugs at midnight last night. ;)
PieluverCaolan
Aaaaah fun, I have been taking a break from my current assignment myself xD bugs eeeeeh
LightStriker
An endless stream of those.. ;)
AeonDragon
I make games too! This is wonderful work
LightStriker
Any I know? :)
AeonDragon
Did a tons of games for Facebook in 2010 the gold rush Yakima Lords, and Band of heroes X-wars games now doing VR games
AeonDragon
Yakuza Lords*
LightStriker
Awesome! :)