“Look! He’s just a little guy!”
No he’s not! And he’ll stomp your face in if you think otherwise!
The Crabler is in 3D, guys!
I’ve spent the past few days sculpting and texturing this badboy up. It’s been a fast and fun process. Actually probably one of the most efficient characters I’ve done in a while. It’s not a complicated character though, so that definitely has something to do with it.
I’m pretty happy with how the 3D turned out compared to the 2D art. It’s pretty much dead on with some minor adjustments that my art director really liked! Hopefully he’s going to look really cool animated in our new desert environment scene.
The process is basically the same as every other character i’ve done. You can check out the latestIvory post or jump on to The Miner for more on my workflow. Or check out some sculpting videos ofThunder!
Thanks for viewing. I hope you like it!
I’ve been working on Ivory for the past few weeks. She’s the female protagonist and is a contrast to Amon both in looks and background. She’s a ranger class and uses a crossbow with magic abilities. She’s arrogant, stubborn and independent. Here’s some of the progress making the In-Game 3D model:
As you can see she’s a very beautiful character. Now to make this look good in 3D we need 3 things: A well sculpted high poly model. A low poly model with nice topology flow. And great Texture maps. This is especially true when it comes to her face.
With characters like this I usually start with the head. It’s just a personal preference, but I think it’s easier to adjust the body to the head later when I have that done. So with the head I really need to get some likeness from the concept as fast as possible. This becomes a tweaking job very fast, because small adjustments can alter the look of a face drastically.
The texture and hair will help this alot.
I usually block in the underlying body after the head is complete. I use zspheres in Zbrush and try to focus on silhouette and shape. Just trying to get it as near to the concept as possible. After that I go into Maya and block in the basemeshes for the equipment and clothes. Then back into Zbrush for repositioning small tweaks and detailing.
When the sculpture is done, it’s time to do the low poly. I do this in Topogun. It esentially lets you paint polys on top of a high polygon model reference. This takes about a day on a character like this. And it’s important to think about animation when it comes to poly flow. The mesh needs to have enough polys where there is deformation. Like the face, knees, elbows etc.
The final model was rendered in Marmoset Toolbag for presentation. This is not the ingame engine.
I hope you guys like it!