Game Art: Project 1 Prop/Asset Design

Gabriella Grace Christyanti / 0371915
Game Art / Creative Media / School of Design
Project 1 Prop/Asset Design


TABLE OF CONTENTS 

1. Instructions
2. Lectures
3. Process Work

4. Final Outcome
5. Feedback
6. Reflection


1. INSTRUCTIONS


2. LECTURES

SHORTCUTS - ZBRUSH

V - swap colors to see the mesh's silhouette

C - Eye dropper for color

A - Toggles Preview mode to see the skin mesh geometry

L - LazyMouse

B > M > T - Move Topological

B > S > H - Snake Hook

Ctrl + W - Split by Group

ZBRUSH TIPS

  • Subtool & Posing Strategy: 

Keep the head and body on separate Subtools while sculpting detail, then combine them later. Use ZSpheres with Rigging > Select Mesh to bind your sculpted mesh and pose it easily.

  • Lazy Mouse (Stroke Control): 

Access via Stroke > LazyMouse (or L) to smooth out brush strokes for clean lines, seams, and clothing creases.

  • Sharp Masking via Pressure: 

To get sharp, precise mask boundaries, disable Tablet Pressure for RGB or Intensity (or use Ctrl + click on the canvas/mesh to sharpen a mask). Turning off pressure sensitivity gives you consistent 100% opacity masking lines instead of soft, feathered edges.

  • Hard-Surface & Planar Sculpting Brushes 

HPolish (High Polish): Flattens surfaces smooth while preserving crisp outer edges. Essential for metal, armor, or polished stylized surfaces.

TrimDynamic: Bites into raised geometry to create clean chamfers, flat bevels, and planar cuts along organic or hard-surface shapes.

  • Giving Volume to Flat Geometry 

Dynamic Subdiv Thickness: When starting from a flat 2D plane (which lacks physical volume), go to Geometry > Dynamic Subdiv and turn up the Thickness slider. This adds procedural, non-destructive depth to the plane without permanently adding extra polygons until you apply it.

  • Gizmo 3D Deformers

Twist Deformer: Click the Gear Icon on the Gizmo 3D manipulator to access the Deformer menu, then choose Twist. This allows you to smoothly twist geometry along an axis—useful for creating ropes, horns, stylized hair, or spiraled mechanical parts.

  • Gradual Form Deformation

Start pulling volume from a primary focal point, then smooth outward to transition smoothly into the surrounding mesh.

  • Move Topological (B > M > T) 

Moves mesh vertices based strictly on topological connectivity rather than proximity. This lets you pull overlapping meshes (like fingers or clothing layers) without distorting adjacent geometry.

  • SnakeHook (B > S > H) 

Pulls long, organic tendrils out from the surface—ideal for horns, spikes, hair strands, and dynamic silhouettes.

  • Assign Polygroup (Ctrl + W / Cmd + W)

Assigns a single Polygroup color to your visible mesh or current active selection. 

  • Split by Group

Go to Subtool > Split > Split by Groups to separate a single mesh with distinct Polygroup colors into individual Subtools. Breaking components down early clarifies how your mesh density and polygon distribution will work.

  • Clean ZRemesher: 

Use ZRemesh with KeepGroups enabled to generate clean, low-poly edge loops that respect your Polygroup borders.

  • Project High-Detail onto Low-Poly:

  1. Duplicate your high-poly Subtool and run ZRemesh to build a clean low-poly base.
  2. Subdivide the low-poly mesh (Ctrl + D).
  3. Toggle both high-poly and low-poly Subtools visible, then click Subtool > Project > ProjectAll to transfer high-frequency detail directly onto the new topology.

  • Polyframe View Toggle (Shift + F)

Toggles wireframe and Polygroup colors on or off.

  • Detail Selection via Masking Mask by Cavity

Found under Tool > Masking > Mask by Cavity. Automatically masks crevices, cracks, and deep recesses to quickly paint ambient occlusion, sculpt fine wrinkles, or isolate deeply inset details.

SHORTCUTS - BLENDER

Separate Selection (P key): 

In Edit Mode, select specific faces and press P > Selection to break parts off (like separating a jacket, hat, or hair) into a distinct object.

ENGINE SETUP & RIGGING PIPELINE

Mixamo Integration: 

Export your finished mesh, upload it to Adobe Mixamo for rapid auto-rigging and applying stock animations, then download the rigged .FBX file.

Game Engine Import: 

Import the auto-rigged character into Unreal Engine ("unrail") or Unity to build scenes, set up lighting, or run around in a playable environment.

REFERENCE ARTIST

Marc Brunet Reference: Refers to tutorials by concept artist Marc Brunet, covering 3D character pipelines, anatomy, and digital painting techniques.

SOFTWARE ACCESS

AutoCAD Student Access: Autodesk provides free education licenses for students, giving full access to AutoCAD, Maya, and 3ds Max.


3. PROCESS WORK

BODY ANATOMY

The problem I experience during the beginning of this project was the same as the problem I had before, the anatomy. It was the area I spent the most time on. I received some feedback from Sir Kannan for my previous model that I showed in the Exercise blog, which was that the changes I've made to the model. He explained that the changes I made to said model made it look off now. 

He gave me plenty of helpful models as reference and this instantly helped me improve my model by a long shot. 

The improvement of my model after using the references given was astounding. And I am very proud of it. Though there were still adjustments I needed to make like the curves on the muscle and the overlap over each muscle. But other than that, the before and after really shows a big improvement. 

OUTFIT

I made the outfit after creating the base of the new body and at first tired to go with a gold bad black color for the mask while using a red, white, and black pattern for the veil covering him. As a base, it looked quite well, but the new improvements with the pattern definitely saved the design from looking too flat. And also, the tattoos given to him later down the process also was a great touch as now that Im looking at it in a meta way from the future, the old design looked very plain. 


4. FINAL OUTCOME


5. FEEDBACK

BODY ANATOMY & OUTFIT

The main feedback I received during this stage focused on improving my character's anatomy. Sir Kannan explained that some of the changes I had made to my previous body model caused the proportions to look less natural. To help me better understand the muscle structure, he provided several anatomical reference models, which greatly improved my sculpting process. After revising the body, he continued to guide me on refining the muscle curves and how different muscle groups overlap to create a more convincing form. As I progressed to the outfit, I also learned the importance of adding visual interest through patterns and details, which later influenced the addition of tattoos and more refined costume designs.


6. REFLECTIONS

EXPERIENCE

This stage of the project helped strengthen my understanding of anatomy and its importance in character design. Revising the body based on proper references significantly improved my sculpting skills, while designing the outfit allowed me to think about color balance, patterns, and overall visual appeal. Looking back, I can clearly see how much the design evolved from a simple concept into a more detailed and interesting character.

OBSERVATION

Throughout this process, I observed that strong anatomy forms the foundation of a believable character. Even a well-designed costume cannot compensate for incorrect body proportions. I also realized that subtle additions such as patterns, tattoos, and layered costume details can greatly improve the overall visual quality without changing the core design.

FINDINGS

This stage reinforced the value of using proper references and accepting constructive feedback throughout the design process. By correcting the anatomy first before moving on to costume details, I was able to build a much stronger final character. It also showed me that iterative improvements, even small ones, can make a significant difference in the overall quality of the design.

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