Antony Ward
Antony Ward has been provoking pixels since the early 1990`s. In that time he has worked for some of today’s top studios, written three books and created many tutorials both online and in print.
Tutorials
  • 3D & Motion Graphics
    Game Character Creation Series: Kila Chapter 10 - Level of Detail VariationsKila part10 r
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    Learn how to create LODs in the conclusion of Antony Ward's Game Character Creation series.Read More…
  • 3D & Motion Graphics
    Game Character Creation Series: Kila Chapter 9 - Hair RiggingKila pt9 retina
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    In this part of the Game Character Creation Series we will investigate a number of ways to bring Kila's hair to life.Read More…
  • 3D & Motion Graphics
    Game Character Creation Series: Kila Chapter 8 - Rigging with Blend ShapesKila pt8 new retina
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    In Part 7 of the Game Character Creation Series we introduced facial animation to Kila using a joint base system. This opened up the possibility for her to talk and also show a wide range of emotions, something which is key to any character animation.Read More…
  • 3D & Motion Graphics
    Game Character Creation Series: Kila Chapter 7 – Facial Rigging with JointsKila pt7 new retina
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    When it comes to animation, the ability to move and pose your character is essential when portraying an action or emotion. Body movement is one thing, but the character could still feel lifeless with a blank expression on its face. For your hero or heroine to truly emote and connect with the player, facial animation is crucial.Read More…
  • 3D & Motion Graphics
    Game Character Creation Series: Kila Chapter 6 - Basic Character RiggingKila pt6 new retina
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    Adding a skeleton to a model is a great way to make a once static pile of polygons more dynamic. As the skeleton moves and rotates the model deforms with it, giving the illusion of life. This movement can then be exported and used in any number of game engines.Read More…
  • 3D & Motion Graphics
    Game Character Creation Series: Kila Chapter 5 - Skeleton Building and BindingKila pt5 new retina
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    Building and texturing a model could be the end of the journey for most game assets. If you're creating artwork for the environment, props or essentially anything which is lifeless and doesn't need to deform, the first four parts in this series will be all you need to focus on.Read More…
  • 3D & Motion Graphics
    Game Character Creation Series: Kila Chapter 4 - Texture Baking & BuildingKila pt4 v2 retina
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    We are now at the fourth part of the Game Character Creation Series and here you will finally begin to breathe some life into Kila and finalize the main game model. Using a mixture of texture baking, photo manipulation and enhanced detail passes we will walk through one approach to texturing a real time character, turning the flat colored polygons into a stylized, yet lifelike virtual person.Read More…
  • 3D & Motion Graphics
    Game Character Creation Series: Kila Chapter 3 – UV MappingKila pt3 new retina
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    Unless it’s destined to be a sculpture, a model without color will always be just a flat, lifeless collection of polygons and vertices. Adding color, even at the most basic level, can bring your character to life and share a glimpse into its history and personality.Read More…
  • 3D & Motion Graphics
    Game Character Creation Series: Kila Chapter 2 – Low Resolution ModelingKila pt2 new retina
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    It won`t be long before the next generation of consoles land in our living rooms. Each will come with a promise of more memory, superior processing power and a host of other “next-gen” features. To game artists this may seem like a dream come true. More power means more polygons, larger texture pages and limitless possibilities, right? Unfortunately this is rarely the case, and being economical will be just as important when working on a Playstation 4, as it is on an Xbox 360 or even a less powerful handheld device like the Nintendo DS.Read More…
  • 3D & Motion Graphics
    Game Character Creation Series: Kila Chapter 1 – High Resolution ModelingKila pt1 new retina
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    Today we're extremely excited to welcome veteran 3D artist, character modeler and author, Antony Ward to the site as we launch an amazing new software independent tutorial series, for all you aspiring character modelers and game artists. Over the course of this extremely in-depth series, you'll learn the techniques and theory behind creating a stylized, high quality female character for modern games. Focused on traditional poly-modeling, rather then digital sculpting techniques, this series will help you build a solid foundation and a true understanding of the character creation process. With nearly 20 years of production experience in some of the game industries top studios, Antony offers invaluable insight into the various aspects of professional character creation. Staring from the very basics, you'll learn how to prepare, gather reference and get started in your 3D app of choice. Before moving onto the fundamentals every good character artists needs to know, including understanding anatomy and the importance of working with correct topology. Finally you'll learn how to add additional detail and bring your character to life by creating clothing, hair and accessories.Read More…