a7f1dbabb2
Engineering blog and AI agent skills from Tinqs Studio — an agent harness for game development. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
163 lines
6.5 KiB
Markdown
163 lines
6.5 KiB
Markdown
# Skill: Concept Art Pipeline
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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.
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## Overview
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| Phase | What | Output |
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|-------|------|--------|
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| 1 --- Design | 2D concept art via AI image generation | Approved PNG(s) |
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| 2 --- Model | 3D generation via Tripo Studio | GLB/FBX export |
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| 3 --- Handoff | Reference file for the dev team | Markdown spec |
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## Phase 1: 2D Concept Art
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### Locking Your Art Style
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Before generating anything, define your art style once and enforce it everywhere. Write it down. Here's an example for a stylised game:
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- **Stylised 3D render**, anime-influenced but not full anime
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- **Matte skin**, no metallic sheen, warm earthy tones
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- **Neutral confident expression** --- calm determination, not fierce or smiling
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- **Earthy palette**: browns, tans, dark reds, cream, black
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- **Asymmetric accessories** --- different on left vs right
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- **Dark grey background** for all concept art (consistent, easy to composite)
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### Hard Rules (define yours)
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Every project should have a "do not" list. Examples:
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- NO Disney-adjacent designs (if you're going for something grittier)
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- NO overly shiny or metallic materials (unless your game's style calls for it)
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- NO hair falling forward over chest (won't animate well in-engine)
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- NO culturally inappropriate elements (research your references)
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### Cultural Direction
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If your game draws from real cultures, create an approved/rejected table:
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| Approved | Rejected |
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|----------|----------|
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| Woven natural fibres, shell jewelry | Generic "tribal" patterns |
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| Specific cultural motifs (research them) | Stereotypical elements from wrong cultures |
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| Natural materials (bone, wood, stone) | Modern materials that break the setting |
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### Generation Steps
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1. **Get the brief** --- gender, role, distinctive features, or "surprise me within the style"
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2. **Generate 3 variants** using your image generation tool (see [Image Generation skill](image-generation.md))
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- T-pose, front view, consistent background
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- Naming convention: `character_<name>_front_full_v01.png`
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3. **Score each variant** using a rubric (see below)
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4. **Generate reference sheet** for the winner --- front, side, three-quarter, head closeup
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5. **Save with metadata** --- prompt, model used, date, score
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### Scoring Rubric (0--10)
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| Score | Meaning | Action |
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|-------|---------|--------|
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| 9-10 | Perfect match to art style and brief | Approve, generate reference sheet |
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| 8 | Strong, minor tweaks needed | Approve with notes, iterate once |
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| 6-7 | Interesting but needs changes | Note what works, regenerate |
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| 4-5 | Wrong direction, some salvageable elements | Extract what works, fresh prompt |
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| 0-3 | Off-target | Drop, adjust approach |
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**Score on:** style match, cultural accuracy, expression, silhouette (distinctive at distance?), technical (T-pose clean? animatable?)
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### Layered Design
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Design characters in separable layers for future equipment/customisation:
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1. **Base body** --- simple underwear, no accessories
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2. **Lower garment** --- baked into character mesh
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3. **Upper garment** --- baked or swappable
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4. **Hair** --- separate asset (swappable)
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5. **Accessories** --- equipment slots (necklaces, bracelets, headwear)
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6. **Cape/cloak** --- separate equipment piece
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Generate the full character for the overall look, but keep separation in mind for 3D.
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## Phase 2: 3D Model Generation
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### Using Tripo Studio
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[Tripo Studio](https://studio.tripo3d.ai) generates 3D models from text or images.
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1. Open Tripo Studio
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2. Text-to-3D or paste your approved concept art for image-to-3D
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3. Use **Ultra quality**, latest model version, **Texture ON** (~35-50 credits)
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4. Export as **GLB** (preferred --- preserves PBR textures) or FBX
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5. Save to your project's asset pipeline
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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.
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### Large Hair Problem
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Auto-riggers (like Mixamo) break when the mesh includes big hair --- wrong arm poses, face distortion, rig artifacts.
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**Rule:** For characters with large or complex hair:
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- Export a **body-only version** (no hair) for rigging
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- In Tripo: use **Segment** to split hair from body, export body-only
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- Hair is added back as a separate mesh after rigging
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### Polygon Budget
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Define your LOD targets. Example:
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| LOD | Face Count | Use |
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|-----|-----------|-----|
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| LOD0 | 25,000 | Close-up, player character |
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| LOD1 | 10,000 | Medium distance NPCs |
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| LOD2 | 2,500 | Crowd/background characters |
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### Texture QA Checklist
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Before handoff, verify:
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- [ ] PBR textures present --- basecolour, normal, roughness/metallic maps
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- [ ] No UV seams on prominent areas (face, hands)
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- [ ] Skin tone matches the approved concept art
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- [ ] No texture stretching on limbs or torso
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- [ ] Accessories have distinct materials
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- [ ] Resolution 2K minimum for hero characters
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- [ ] No generation artifacts (floating geometry, merged fingers, extra limbs)
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## Handoff
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Create a handoff document for each approved character:
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1. **Character identity** --- name, role, description
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2. **Concept art files** --- paths to approved PNGs
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3. **3D model files** --- path to GLB/FBX exports
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4. **Art direction notes** --- what to keep, what to change
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5. **Technical requirements** --- shader, rig type, LOD targets, scale
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6. **Known issues** --- large hair flag, texture problems, etc.
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## Batch Generation
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When generating multiple characters:
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1. Prepare all briefs upfront
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2. Generate in priority order (ship-soonest first)
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3. Use free retries before spending credits
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4. Score as you go --- don't batch review
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5. Track credits per generation
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6. Export immediately after approval (don't leave work in the cloud tool)
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## Common Mistakes
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| Problem | Cause | Fix |
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|---------|-------|-----|
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| Characters look generic | No art style lock | Define and enforce your style guide |
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| Inconsistent across characters | No reference images | Use your best character as image-to-image reference |
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| Metallic skin sheen | Default material settings | Use matte keywords, check PBR roughness |
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| Symmetric accessories | Generation default | Explicitly describe left vs right in prompt |
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| Auto-rigger fails | Large hair in mesh | Segment and export body-only |
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| Low-poly look in engine | PBR textures missing | Always generate with Texture ON + PBR ON |
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## Related Skills
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- [Image Generation](image-generation.md) --- fal.ai Flux models and prompt patterns
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- [Tripo 3D](tripo-browser-workflow.md) --- detailed Tripo Studio workflow
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- [Sora 2 Video](sora2-video.md) --- animate concept art into video
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