Transcript of RuneFest 2011: "A Character is Born" Highlights

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[00:09] moon fest 2011 moonscapes talented
[00:12] designers joined forces with fans to
[00:15] create a brand new character in two
[00:17] exclusive insider sessions while
[00:19] RuneScape's modelers turned concept art
[00:21] into reality the team took a closer look
[00:23] at the character design process Alec
[00:26] what are we looking at as we can what
[00:29] software is this Marcus using 3d studio
[00:32] max at the moment which is something
[00:34] we've introduced to the company
[00:36] relatively recently here we generally
[00:38] use an in-house software but yeah I mean
[00:41] mark sort of creating a 3d mesh and as
[00:48] you can see it's kind of just using the
[00:50] concept to sort get the overall shape at
[00:52] the moment how long does it usually take
[00:54] to create what it would take to create a
[00:55] model of this sort of love this detail
[00:56] and this size I think assuming it's a
[00:59] sort of five-by-five the biggest size we
[01:01] have usually two to two and a half days
[01:05] modeling that's fully textured and
[01:08] everything so masquerades work out of it
[01:11] today Dave you were the you of the man
[01:14] at the moment yesterday of producing
[01:16] this concept what was the best bit about
[01:18] this whole endeavor yesterday and don't
[01:20] say finishing I'd say the time
[01:25] restriction on it was probably one of
[01:27] the more exciting parts of it obviously
[01:29] jagex we have to work very quickly to
[01:31] get concepts out to the modelers who
[01:33] have to get them out to the animators
[01:34] and there's a massive pipeline there and
[01:37] we're at the front of it so the kind of
[01:39] time restriction we had while extreme
[01:40] wasn't too far away from what we would
[01:43] normally have on a day to day basis so
[01:44] it was almost like being at work really
[01:46] what particular challenges you think
[01:48] this model will present to mark I think
[01:51] looking at the the concept there's quite
[01:56] a few small fiddly bits and pieces
[01:57] especially around the mouth like the
[01:59] teeth and things which I think Marco
[02:01] probably have to to interpret for for
[02:03] modeling a probably and not maybe
[02:05] getting rid of a couple and slightly
[02:07] enlarged and so I really do show up in
[02:09] game
[02:10] that's a real kind of challenge that we
[02:13] have to think about as modelers and
[02:14] ready to interpret the concept I think
[02:20] wings are always a bit of a whatsit I
[02:23] think especially when animations
[02:26] concerned as well we really have to work
[02:28] hard with them to silver you know make
[02:30] sure they deform and stuff so mark would
[02:32] probably wear when back back at work
[02:35] you're probably speak to them quite a
[02:37] lot and it's down to also the the
[02:40] individual animator they might want to
[02:42] animate it may be slightly differently
[02:44] to how another enemy animator would like
[02:46] so its face down to preference as well
[02:48] really you say that you communicate
[02:50] directly with the animators when you're
[02:51] creating creatures what's all things you
[02:54] would actually specifically highlight
[02:55] about this about what a warning so
[02:57] animators be careful about this be
[02:58] careful about that what do you think
[02:59] that they all have trouble with again
[03:02] the wings and also the towel generally
[03:07] when there's a tower involved we model
[03:09] it dead straight so they can label it
[03:11] all up I think they will play around wit
[03:17] and deform at how they want and then
[03:20] again come back to us and say any any
[03:22] other bits and pieces any other extra
[03:24] cuts they might want I guess the head if
[03:29] the mouth is going to open they might
[03:30] come back and say they need a few extra
[03:32] Polly's around the jaws to make that
[03:35] open properly yeah I think again it's
[03:40] down to first of all choice with the
[03:41] animator they're the ones that that give
[03:45] it character Alex oh um just give us a
[03:48] like a brief outline of how you will
[03:50] actually physically go about creating a
[03:51] model what's the process of I mean we've
[03:53] heard about so about how it goes from
[03:55] concept arts to the character models
[03:57] enter animation but what are the actual
[03:58] processes that you find that you do when
[04:01] you actually create a model generally
[04:03] we'll start with a plane or a queue it
[04:05] depends on like the you know the the
[04:08] modelers preference really but we'll
[04:10] look at the the concept if there's a
[04:13] side view it really helps to bring bring
[04:16] that into the 3d program and we start by
[04:19] mapping out the overall shape we
[04:23] with planes we extrude each edge map all
[04:27] around it then we kind of really just
[04:29] flesh out and it's a case of just keep
[04:32] on looking around the the 3d space and
[04:35] looking at every angle to try and try
[04:37] and match the concepts as best we can
[04:38] and then I mean generally we we only
[04:43] model one half of the the model where we
[04:47] instance it or mirror it which kind of
[04:52] gives us over gauge as to how it's
[04:53] looking on the other side but we will
[04:55] copy that side over and then once that's
[04:58] done and we're kind of happy with it
[05:00] then we'll start to soar later on we'll
[05:02] start to kind of vary it up and so it's
[05:05] not totally symmetrical miss one thing
[05:08] like to stay away from this total
[05:10] symmetry on both sides and this yeah and
[05:11] this will intended Dave how do you
[05:14] capture and show deinem dynamism and
[05:16] personality the concepts are a concept
[05:18] where I guess I was pretty difficult
[05:19] yeah basically when you start a drawing
[05:22] you have to make very smooth clean
[05:24] curves and lines to capture like the the
[05:27] posture of a character if you nail those
[05:30] then is usually ok just to add detail
[05:33] and the drawing will come together quite
[05:36] quickly but it's the Foundation's
[05:37] basically is where you put it in so the
[05:40] posture of this character say it's sort
[05:41] of hunched forward you notice towards
[05:43] the end of the thing I did yesterday
[05:45] when I move the head slightly downwards
[05:47] a little indians ten seconds chopped it
[05:48] off moved it down as a few inches so
[05:50] they didn't look aggressive enough
[05:51] didn't look like it was about to attack
[05:53] so yeah just just simple things like
[05:56] posture and also on facial detail things
[05:59] like just just crinkling the eyes at the
[06:01] edge is turning them down to make them
[06:03] look evil sort of very simple stuff that
[06:06] seems pretty obvious but if you miss it
[06:08] can completely ruin a design how
[06:10] important is color for a character Dave
[06:15] obviously it's very important different
[06:18] colors display different emotions for a
[06:19] character whether the old cliches red is
[06:22] violence and aggression that kind of
[06:24] thing cooler colors tend to be more
[06:26] Placid you can mix and match the rules
[06:29] of course they're not hard and fast but
[06:31] in general they give the player an idea
[06:33] of what the character is going to do
[06:35] and what its intentions are and this
[06:38] comes from nature you know animals in
[06:40] nature use certain colors to display or
[06:43] to camouflage themselves or to say
[06:47] they're going to attack or that kind of
[06:49] thing so yeah color is massively
[06:51] important in this kind of creature and
[06:53] I'm rather glad people actually chose
[06:55] red for this one because I think a cool
[06:57] blue might have looked a little odd for
[06:59] the design yeah what tips would you give
[07:02] to a budding artists these days who it's
[07:05] the boring old advice of practice
[07:08] there's no shortcuts to getting fast or
[07:11] to making the correct decisions when
[07:13] you're doing a drawing the only way you
[07:14] can do it is repetition good advice just
[07:18] daily is just to do one drawing a day
[07:20] and focus on doing things that you're
[07:23] not used to drawing or don't really like
[07:26] drawing hands faces are two big ones if
[07:29] I look at a piece of work and I see that
[07:31] the artist is maybe fudge the hands a
[07:33] little bit you can't see all the fingers
[07:35] or if you turn the face away from the
[07:36] camera so you can't see that I get
[07:38] suspicious and if it happens repeatedly
[07:40] in his portfolio I know that he doesn't
[07:42] like to do that and that kind of work
[07:45] probably won't get you hired in the
[07:46] industry so yeah focus on the things you
[07:48] think you're bad at rather than the
[07:50] stuff you like to do and eventually
[07:51] you'll get a lot more confident with it
[07:53] and you'll enjoy your drawing experience
[07:54] a whole lot more
[07:59] you