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!
This is Thunder, the big cat/dog like creature. He’s a follower, like Gnart, and will be used to buff and support Amon and other characters as well (who will be revealed at a later time).
Concept art by the amazing Fridtjof.
I’ve been busy lately with converting the lovely 2D artwork here at Snowcastle games into 3D characters. I most recently finished Thunder.
I’ve recorded most of the sculpting process from zbrush. It was a little harder to get the right look than I imagined, but I think I got it down.
Timelapse Part 1
Timelapse part 2
The final Sculpture looked like this.
After the sculpture was done, I did the lowpoly in Topogun, and the texture in 3D coat.
This is rendered in Marmoset for presentation purposes.
I hope you guys like it!
Thought I’d share the latest sculpture I’ve been working on for the last few days. You’ll find the concept for this one further down the page. He’s going to get textured and animated later of course! This is just the raw high poly model from our sculpting program, Zbrush!
Stay tuned for more!