3D Character Artist, Natural Motion

We were thrilled to welcome 3D Character Artist George Brierley from Brighton’s Natural Motion Games into Dv8 to help inspire the next generation of game developers and 3D Artists!

George shared a vast amount of his own personal games industry insights and character production pipeline. He also took the time to see and give valuable feedback on our Games Development students models and concepts. If you’re interested in developing your game design and 3D skills then read on below for some of George’s personal tips and advice!

  • Characters need to read well from silhouettes. You should be able to make a strong guess at who they are just from black and white.
  • We humans tend to look at faces first.
  • When creating an asset or piece of work, remember that it will most likely go on your personal portfolio. Produce your best work!
  • Character base meshes are a thing, just not when you’re starting out… If you join a games company, they’ll probably have them for you to use and start with.
  • Anatomy is super key to concept artists. Take a course, learn about bone structure. This will significantly improve your modelling and sculpting.
  • Anatomy tip – pores and wrinkles run perpendicular to muscle fibres.
  • You have deadlines and not a whole lot of time. It’s hard work but really rewarding to see the end product.
  • Box modelling is a really good skill to develop.
  • Sculpting is where you put in your detail such as wrinkles, pores, scar tissue, cloth, etc.
George Brierley 3 D Artist
  • Don’t be tempted to go into detail too quickly. Get the base shapes correct first. If there’s not enough topology or it’s not in the right place then you’ll get stretching on the texture sheets.
  • Square topology is better than rectangular.
  • When your 3D models are imported into a game engine they get triangulated. Hence why square topology is better than rectangular.
  • Edge loops are key when learning to model and will allow you to manipulate your model easily.
  • Use your own clothes as a guideline for UV seams.
  • Substance Painter is industry standard and great to be familiar with.
  • Remember, a concept is an idea.
  • The best thing about criticism is that you can collate it all and choose the best feedback to implement.
  • Work from reference images whenever you can. Your imagination is great, but that’s not always what is needed for a brief.
  • Keep your retopology uniform throughout.
  • Plan -> Maya / Blender -> Sculpting -> Retopology -> UV Mapping -> Texturing

Huge shout out and thank you to George for giving his time and expertise. Check out some of his work on Artstation here.

If you’re aged 16-19 and have the ambition to make your own games, model and design your own concepts, write narratives or even project manage whole games, take a look at our Level 2 & 3 Games Development course in Brighton and Bexhill.

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