Character Art News
The latest Character Art coverage curated for game developers.
HairCS turns hair-card assets into strand-based hairstyles, aiming to keep the original silhouette while adding finer geometric detail. The pipeline also enforces production-friendly constraints like scalp-rooted strands and even root …
A new rigging workflow turns hand-drawn contour strokes into high-level character pose parameters, aiming to cut the trial-and-error loop in stylized animation. The method uses a differentiable MLP surrogate for …
Persona 4 Revival is being rebuilt as a modern remake that keeps the original’s themes intact while overhauling visuals, animation, and presentation. ATLUS says the goal is not to make …
A new graph-based ML pipeline reconstructs garment stitching from 2D sewing patterns, including coarse panel connectivity and fine seam correspondences. That could cut down the expert hand-authoring still needed to …
Fransiscus Luis walks through building an original character from concept to final render in Marmoset Toolbag. The focus is on a practical character-art workflow: shaping the design, refining materials, and …
A new latent-identity tuning method aims to make text-to-image personalization far more precise for facial edits. It works inside a frozen encoder, finding semantic directions in latent tokens instead of …
A new hair reconstruction paper argues the real problem isn’t just lack of training data, but the ambiguity of inferring strand geometry from 2D images. The proposed HairLRM pipeline uses …
A new paper tackles sketch-to-3D face generation by combining CNN-based expression detection, a parametric face model, and contour fitting. For character teams, the interesting bit is that it tries to …
Magdalena Dadela shares her innovative techniques for creating realistic hair using Grooms in Marmoset Toolbag. This walkthrough is particularly valuable for character artists looking to enhance their skills in hair …