Game Art - Final Compilation & Reflection

23/9/2025 -  25/12/2025 / Week 1 - Week 14

Tay Yue Chern / 0373215

Game Art / Bachelor of Design (Honours) in Creative Media / Taylor's University

Projects


TABLE OF CONTENT








INSTRUCTIONS



1. EXERCISE

CHARACTER DESIGN CONCEPT

For this exercise, we are to create a complete original character concept for a 3D game, including character sheets, accessories, and turnarounds. Focus on anatomy, proportion, silhouette, shape language, color, and visual storytelling. Ensure the character fits a chosen game genre, shows personality, and is presented professionally. Options include humanoid, stylised, hero, or creature designs.

For the character, Mr Luqman suggested that we try a humanoid character, so I chose to design a mermaid. The initial concept is a long-haired mermaid. Based on my personal preference, I decided to combine shark elements into the design, creating a shark-inspired mermaid.

Fig 1.1 Character Moodboard

Based on my concept, I started with rough sketches to explore and define the overall look I wanted to achieve.

Fig 1.2 Rough Sketches

Fig 1.3 Character Turnaround - Line Work

For the colour scheme, I preferred a blue–purple palette, with blue as the main tone and purple as an accent, combined with gold accessories. For the skin tone, instead of using a normal human skin colour, I chose a pale blue tone to enhance the character’s non-human appearance.

Fig 1.4 Colour Scheme

Fig 1.5 Coloured Character Turnaround

Fig 1.6 Character Concept Illustration

Fig 1.7 Exercise Final Compilation - PDF


2. PROJECT 1

COMPLETE HIGH POLY CHARACTER GAME DEVELOPMENT

We are required to sculpt a character mesh starting from primitive forms (spheres, cylinders, etc.) and gradually refining into detailed structures. This exercise emphasises blocking, proportion, and anatomy before moving into finer details. We also must complete the sculpting and modelling the outfit for the character including props if necessary.

For sculpting, I started with a rough blockout and then gradually refined the details based on references.

Fig 2.1 Rough Blockout

Fig 2.2 Blocking Details - Upper Body

Fig 2.3 Blocking Details - Full Body

I spent quite a long time on the anatomy stage because I am not very confident in sculpting the human body in 3D. In addition, many online references include personal interpretations and are not always anatomically accurate. Because of this, I collected and broke down many references, watched more tutorial videos, and asked Mr Luqman for feedback. Through this process, I gradually improved my anatomy sculpt.

Fig 2.3 Zbrush Working Progress

I originally planned to create more stylised, flat hair strands. However, after considering the overall style, I felt it was not suitable. In the end, I chose to use Fibermesh for the hair to achieve a more realistic result.

Fig 2.4 Character Detailing - Upper Body

Fig 2.5 Character Detailing - Full Body

Fig 2.6 Project 1 Final Compilation - PDF


3. PROJECT 2

RETOPOLOGY, UV MAPPING & BAKING

In this stage, we will continue developing the character from Project 1 by preparing it for use in a real-time game engine. This process involves creating a clean retopologized low-poly model, generating optimized UV maps, and producing baked texture maps from the high-poly sculpt. These steps are essential in the game art pipeline to ensure that the character maintains high visual fidelity while being optimised for performance in real-time rendering.

We need to convert our high-poly sculpt into a low-poly mesh through retopology, design efficient and logically organised UV maps, and perform texture baking to capture high-poly details such as normal maps, ambient occlusion, curvature, and other supporting maps.

Since we were not familiar with the retopology, UV mapping, and baking workflows, and also inexperienced with Maya, Mr Luqman guided us step by step through the entire process.

Fig 3.1 Retopology Progress

We started retopology from the face, then added edge loops around the joints in the limbs and body. Mr Luqman repeatedly emphasised this as a key step to ensure that we wouldn’t create too many faces later, keeping the mesh manageable and organised throughout the process.

Fig 3.2 Retopology Progress - Body

Fig 3.3 Retopology Progress - Full Body

During the process, my character’s nails were originally part of the main body mesh. Based on Mr Luqman’s suggestion, I went back to ZBrush and separated them into a different subtool to make retopology easier.

Fig 3.4 Nails separated from body mesh

I also faced a significant challenge with the retopology of my character’s ears. Mr Luqman suggested that I go back to ZBrush to add more thickness, as the ears were too thin and the edges were too sharp, which made them difficult to work with.

Fig 3.5 Retopology - 4 views

Next, we moved on to UV mapping. At this stage, the process was mostly smooth. However, it was only then that I truly understood why Mr Luqman had repeatedly emphasised the importance of having logical edge flow earlier, and what “logical” edge flow really means.

Fig 3.6 UV Mapping Progress

The main difficulty I faced was at the connection between the shoulder and the arm, where the edge flow was not ideal. I could not simply cut a loop because the edges did not align properly. I considered going back to adjust the retopology, but realised that fixing it would be very troublesome and would likely require redoing a large portion of the mesh. Instead, I tried to carefully cut the UVs, and fortunately, it worked in the end.

Fig 3.7 UV Mapping

Personally, I feel that it is difficult to fully understand how to do retopology correctly in the early stages, until you actually start cutting UVs and discover problems that were not obvious before. Because of this experience, I believe my next retopology process will be much smoother.

Fig 3.8 UV Turntable

Fig 3.9 UV Turntable - Custom UV

Fig 3.10 Character Colour Concept

Fig 3.11 Project 2 Final Compilation - PDF


4. FINAL PROJECT

BAKING, TEXTURING & RENDERING FOR FINAL PRESENT

This final project requires us to complete a game-ready 3D asset by finishing texture baking, texturing, rendering, and professional presentation using real-time tools. The focus is on applying correct baking workflows, creating PBR-standard textures, understanding the full game art pipeline, and presenting the asset at portfolio quality, supported by reflective documentation.

At this stage, we exported both the high-poly and low-poly meshes from Maya and moved into Substance Painter for baking. For me, this process went quite smoothly, mainly because there were no major issues with the earlier retopology and UV mapping, which helped the baking process run without problems.

Fig 4.1 Baking in Adobe Substance Painter

After that, I started colouring and applying textures in Substance Painter based on my initial concept design. However, I did not follow it exactly. I made some subjective adjustments to improve certain design elements, making the overall look more harmonious and creating a clearer visual hierarchy.

Fig 4.2 Texturing in Adobe Substance Painter

After texturing, I exported the texture files and prepared to move into Marmoset Toolbag for the final render and presentation, as suggested by Mr Luqman.

Fig 4.3 Marmoset Toolbag

I imported all the texture files accordingly and then started adjusting the lighting. After everything was set up, I rendered the final images and a turntable with the character posed in an “A” pose.

Fig 4.4 Rendering Progress

My character’s original concept included hair, but due to time constraints, I tested adding hair and found that the result was not very ideal. After discussing this with Mr Luqman, I decided to keep the final design without hair.

Fig 4.5 Character with hair

After completing the A-pose render, I went back to Maya and used simple rigging to create a character pose. I then re-imported the model into Marmoset for the final posed render. At this stage, the work was mainly focused on final touch-ups and presentation, but it was the most time-consuming part of the process.

Fig 4.6 Character Pose

Fig 4.7 Final Presentation Video

Fig 4.8 Final Project Compilation - PDF


REFLECTION

This module helped me understand the full game art workflow, from character concept and sculpting to retopology, UV mapping, texturing, and final presentation. At the beginning, many of the processes were unfamiliar to me, especially technical workflows.

One of the biggest challenges was anatomy and retopology. I struggled at first because it was hard to judge what was anatomically correct and how to create clean, logical edge flow. Through repeated practice, studying references, watching tutorials, and receiving feedback from Mr Luqman, I slowly improved my understanding and skills.

This module also made me realise how important early decisions are. Proper retopology and UV mapping made later stages like baking and texturing much smoother. I also learned that tools such as Maya, ZBrush, Substance Painter, and Marmoset are connected, and mistakes in one stage can affect the next.

Overall, this module strengthened both my technical skills and patience. It gave me a clearer understanding of the game art pipeline and more confidence to approach future 3D character projects with better planning and workflow awareness.


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