SMU Guildhall Graduate Catalog Spring 2017 — Cohort 25 | Seite 10
Nina Davis
Art Creation
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Rabbit Boy
This Directed Focus Study originally As an extension, it taught me how to think
silhouette progression and clothing resolution meshes onto game-resolution
began as a study in character
design. Character design has been a
personal passion of mine for years, and
cyberpunk’s flashy, high tech style lends
to visually striking designs. As someone
who is inspired by classics such as “Deus
Ex” and “Ghost in the Shell” as well as
fashion design, I thought this would be a
compelling, challenging piece to take into
further completion.
In the end, this project took several
weeks, beginning with the intent to study
and learn what is the best in topology
flow when working with animators.
Because of its complex design with many
accessories, it forced me to discover
creative ways to keep down the polycount
of the mesh while keeping the form intact.
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ART CREATION
of the best way to bake complex high-
models for future projects. Characters
are some of the first parts of the game
with which people are met, and are often
the centerpieces of advertisements or
a game’s narrative. Strong conceptual
design as well as a strong conversion of
that design from paper to 3D is important
for any studio or game project to master.
That difficult conversion process, whether
you are concepting the piece or not, takes
a refined skill in order to make concrete
everything the concept elicits.