# Skill: Concept Art Pipeline End-to-end workflow for creating game character art --- from design brief through 2D concept art to 3D model export. This skill covers everything before the game engine. ## Overview | Phase | What | Output | |-------|------|--------| | 1 --- Design | 2D concept art via AI image generation | Approved PNG(s) | | 2 --- Model | 3D generation via Tripo Studio | GLB/FBX export | | 3 --- Handoff | Reference file for the dev team | Markdown spec | ## Phase 1: 2D Concept Art ### Locking Your Art Style Before generating anything, define your art style once and enforce it everywhere. Write it down. Here's an example for a stylised game: - **Stylised 3D render**, anime-influenced but not full anime - **Matte skin**, no metallic sheen, warm earthy tones - **Neutral confident expression** --- calm determination, not fierce or smiling - **Earthy palette**: browns, tans, dark reds, cream, black - **Asymmetric accessories** --- different on left vs right - **Dark grey background** for all concept art (consistent, easy to composite) ### Hard Rules (define yours) Every project should have a "do not" list. Examples: - NO Disney-adjacent designs (if you're going for something grittier) - NO overly shiny or metallic materials (unless your game's style calls for it) - NO hair falling forward over chest (won't animate well in-engine) - NO culturally inappropriate elements (research your references) ### Cultural Direction If your game draws from real cultures, create an approved/rejected table: | Approved | Rejected | |----------|----------| | Woven natural fibres, shell jewelry | Generic "tribal" patterns | | Specific cultural motifs (research them) | Stereotypical elements from wrong cultures | | Natural materials (bone, wood, stone) | Modern materials that break the setting | ### Generation Steps 1. **Get the brief** --- gender, role, distinctive features, or "surprise me within the style" 2. **Generate 3 variants** using your image generation tool (see [Image Generation skill](image-generation.md)) - T-pose, front view, consistent background - Naming convention: `character__front_full_v01.png` 3. **Score each variant** using a rubric (see below) 4. **Generate reference sheet** for the winner --- front, side, three-quarter, head closeup 5. **Save with metadata** --- prompt, model used, date, score ### Scoring Rubric (0--10) | Score | Meaning | Action | |-------|---------|--------| | 9-10 | Perfect match to art style and brief | Approve, generate reference sheet | | 8 | Strong, minor tweaks needed | Approve with notes, iterate once | | 6-7 | Interesting but needs changes | Note what works, regenerate | | 4-5 | Wrong direction, some salvageable elements | Extract what works, fresh prompt | | 0-3 | Off-target | Drop, adjust approach | **Score on:** style match, cultural accuracy, expression, silhouette (distinctive at distance?), technical (T-pose clean? animatable?) ### Layered Design Design characters in separable layers for future equipment/customisation: 1. **Base body** --- simple underwear, no accessories 2. **Lower garment** --- baked into character mesh 3. **Upper garment** --- baked or swappable 4. **Hair** --- separate asset (swappable) 5. **Accessories** --- equipment slots (necklaces, bracelets, headwear) 6. **Cape/cloak** --- separate equipment piece Generate the full character for the overall look, but keep separation in mind for 3D. ## Phase 2: 3D Model Generation ### Using Tripo Studio [Tripo Studio](https://studio.tripo3d.ai) generates 3D models from text or images. 1. Open Tripo Studio 2. Text-to-3D or paste your approved concept art for image-to-3D 3. Use **Ultra quality**, latest model version, **Texture ON** (~35-50 credits) 4. Export as **GLB** (preferred --- preserves PBR textures) or FBX 5. Save to your project's asset pipeline Tripo outputs ~1.5M faces with full PBR textures (basecolour, normal, ORM). You'll decimate to your target polygon budget in Blender or your engine. ### Large Hair Problem Auto-riggers (like Mixamo) break when the mesh includes big hair --- wrong arm poses, face distortion, rig artifacts. **Rule:** For characters with large or complex hair: - Export a **body-only version** (no hair) for rigging - In Tripo: use **Segment** to split hair from body, export body-only - Hair is added back as a separate mesh after rigging ### Polygon Budget Define your LOD targets. Example: | LOD | Face Count | Use | |-----|-----------|-----| | LOD0 | 25,000 | Close-up, player character | | LOD1 | 10,000 | Medium distance NPCs | | LOD2 | 2,500 | Crowd/background characters | ### Texture QA Checklist Before handoff, verify: - [ ] PBR textures present --- basecolour, normal, roughness/metallic maps - [ ] No UV seams on prominent areas (face, hands) - [ ] Skin tone matches the approved concept art - [ ] No texture stretching on limbs or torso - [ ] Accessories have distinct materials - [ ] Resolution 2K minimum for hero characters - [ ] No generation artifacts (floating geometry, merged fingers, extra limbs) ## Handoff Create a handoff document for each approved character: 1. **Character identity** --- name, role, description 2. **Concept art files** --- paths to approved PNGs 3. **3D model files** --- path to GLB/FBX exports 4. **Art direction notes** --- what to keep, what to change 5. **Technical requirements** --- shader, rig type, LOD targets, scale 6. **Known issues** --- large hair flag, texture problems, etc. ## Batch Generation When generating multiple characters: 1. Prepare all briefs upfront 2. Generate in priority order (ship-soonest first) 3. Use free retries before spending credits 4. Score as you go --- don't batch review 5. Track credits per generation 6. Export immediately after approval (don't leave work in the cloud tool) ## Common Mistakes | Problem | Cause | Fix | |---------|-------|-----| | Characters look generic | No art style lock | Define and enforce your style guide | | Inconsistent across characters | No reference images | Use your best character as image-to-image reference | | Metallic skin sheen | Default material settings | Use matte keywords, check PBR roughness | | Symmetric accessories | Generation default | Explicitly describe left vs right in prompt | | Auto-rigger fails | Large hair in mesh | Segment and export body-only | | Low-poly look in engine | PBR textures missing | Always generate with Texture ON + PBR ON | ## Related Skills - [Image Generation](image-generation.md) --- fal.ai Flux models and prompt patterns - [Tripo 3D](tripo-browser-workflow.md) --- detailed Tripo Studio workflow - [Sora 2 Video](sora2-video.md) --- animate concept art into video