Blog posts covering agentic workflows, Gitea fork, Godot optimisation, studio CLI, and fal.ai image generation for game dev. Skills: image-generation (fal.ai), concept-art-pipeline, sora2-video, tripo-browser-workflow, blog authoring. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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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
- Get the brief --- gender, role, distinctive features, or "surprise me within the style"
- Generate 3 variants using your image generation tool (see Image Generation skill)
- T-pose, front view, consistent background
- Naming convention:
character_<name>_front_full_v01.png
- Score each variant using a rubric (see below)
- Generate reference sheet for the winner --- front, side, three-quarter, head closeup
- 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:
- Base body --- simple underwear, no accessories
- Lower garment --- baked into character mesh
- Upper garment --- baked or swappable
- Hair --- separate asset (swappable)
- Accessories --- equipment slots (necklaces, bracelets, headwear)
- 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 generates 3D models from text or images.
- Open Tripo Studio
- Text-to-3D or paste your approved concept art for image-to-3D
- Use Ultra quality, latest model version, Texture ON (~35-50 credits)
- Export as GLB (preferred --- preserves PBR textures) or FBX
- 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:
- Character identity --- name, role, description
- Concept art files --- paths to approved PNGs
- 3D model files --- path to GLB/FBX exports
- Art direction notes --- what to keep, what to change
- Technical requirements --- shader, rig type, LOD targets, scale
- Known issues --- large hair flag, texture problems, etc.
Batch Generation
When generating multiple characters:
- Prepare all briefs upfront
- Generate in priority order (ship-soonest first)
- Use free retries before spending credits
- Score as you go --- don't batch review
- Track credits per generation
- 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 --- fal.ai Flux models and prompt patterns
- Tripo 3D --- detailed Tripo Studio workflow
- Sora 2 Video --- animate concept art into video