Service Work

Gaming Service

a.       Modeling    

Polycounts and Optimization

 

The first stage of any 3D art asset goes through, after all of the steps of concept art has been finalized, is the modeling stage. The modeling process in gaming is not different  to the modeling process in other mediums.

 

b.      UV Mapping

UV mapping is the 3D modeling process of prophetic a 2D image to a 3D, surface for texture mapping. To quickly give you the basic understanding what's UV mapping all about, try imagining a candy wrapped in a paper. This paper will probably have some kind of label and graphic imprinted. You can imagine how hard would it be to print the graphics on the paper while being wrapped on the candy - what you'd normally do would be "unwrapping" the paper so it;s plain and straight and printing the graphics only then.

In short, this is exactly what UV mapping is all about.

c.       Texturing

Once your model is finished, it's time to move onto texturing. Texturing is an important aspect of the art pipeline no matter what you're working on, and games are no exception. Like modeling, texturing for games has a lot of overlap with texturing in other mediums, but there are some things which are very common in games and are helpful to know about. In this section I'm going to discuss the most common texture types in games, the use of tiling textures, and the use of decals.

d.      Rigging

A character rig is basically a digital skeleton bound to the 3D engage. Like a real skeleton, a rig is made up of joints and bones, each of which act as a "handle" that animators can use to bend the character into a desired pose.

 

A character rig can range from simple and elegant to staggeringly complex. A basic setup for simple posing can be built in a few hours, while a fully articulated rig for a feature film might require days or weeks before the character is ready for Pixar-level animation.

e.      Animation

Creating Game Animation. As a game animator we'll be exposed to many more types of animations than what is typically found in movies. The timing for animations in games is often resolute by the needs of the player inputs.

f.        Mocap cleanup

Though mocap cleanup may at first seem to be a relatively easy task, if any wrong approach is applied, estimated times to clean up rise ahead of practical limits and the end results look poor. The most important first step is to make sure the approach is correct from the starting.

 

g.       Virtual reality

Virtual reality gaming is where a person can understand being in a three-dimensional environment and relate with that environment during a game. This is an essential part of the gaming.

h.      Illustration

Illustration is an image created by using any one of digital or traditional media. It could be a single image on a page, multiple images on multiple pages. One-pagers are usually (fine) fan art, publication covers, packaging, and graphic design images. Examples of sequential illustration are comic books, children’s books, graphic novels, and (online) comic tiles.

i.        Concept Art

 

Concept art is a form of illustration used to convey an proposal for use in films, video games, animation, comic books, or other media before it is put into the final product. Concept art is also referred to as visual development and/or concept design.