Liu Hao: Low Poly Character Creation

A tiny interview from 3d artist Liu Hao, who talked about the way he produces and renders his game characters.

A tiny interview from 3d artist Liu Hao, who talked about the way he produces and renders his game characters.

Introduction

My name is Liu Hao, I come from China and I’m currently living in Changsha city. I’ve been working in the game industry since 2011.

I have worked on some projects: New Lineage Ⅱ, The World HD, HON, Candle In The Tomb, VOV, etc. 

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What are the main requirements for game characters nowadays?

When I get the original character concept, I will think about the character’s impression, understand the character’s behavior and his background. I need to know how to achieve the final effect and how to attract players.  

Low Poly Production

I usually make low poly model in 3Ds Max. There are some ways to improve efficiency when making a low poly model. I often find a similar to the concept model in my asset library. When it comes to personal work, I start from a simple box  to consolidate my basic skills. I think the most important thing to do with any low poly character is to attract people.

Body

I usually make low poly model in 3DsMax, split UV, then hand paint texture in BodyPaint and Photoshop. If the project requires a normal map, I use Zbrush.

Face

I search for many references to deal with character’s emotions. I think the best way is to learn the fundamentals and practice. You need to have a lot of references. 

Dress

I extrude the mesh to make clothes from the completed nude model. This is a very quick way to create the dresses. I try to pay attention to the wiring of the joints which is very important for the action.

Painting 

I usually hand paint my texture directly for my personal work. But for the work, sometimes I use the photo or material to overlay in Photoshop, then fix it to get the right feeling.
 

What’s the best way to present characters? 

I use Toolbag, because it is convenient to use. Import the model in the Marmoset Toolbag 2, and give the correct material ball and texture, then export it. It’s intuitive and allows to show my work on the Internet.  You don’t have to wait to look at the result, especially when it comes the next generation characters.

Liu Hao, 3D Character Artist / Game Artist

Interview conducted by Kirill Tokarev

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