ZBrushCentral

Warden of Raal Artwork - Senior Project Characters and Environment

Hey guys, I haven’t posted but have lurked for awhile. I’m posting an Art Postmortem here for my senior year game project at Columbia College Chicago. I graduated in May, this is some of the work we got done. I figured I would write a bit about the artwork here to share with you guys and maybe get some feedback. So here is the write up I did:

When creating Warden of Raal (in Unity 3D) the biggest aesthetic challenge was balancing the artistic vision with the academic experience. The character and environment artists had various levels of ability at the beginning of the project. The aim was to find a direction that allowed people to learn some new tools without affecting the end goal of the game’s art. In other words we wanted the game to look like a student project as little as possible and really push ourselves beyond our limits. I didn’t want to go to stylized or cartoony, it gives the impression of being “easy” but its not and can easily end up looking cheap. I also knew a push for realism would be dangerous as well and quickly expose our faults as student artists. So the goal was a fine balance between the two.

The environment work followed the same principle but focused on two goals. Looking good as an individual piece and also looking good as a composition. In other words running around the world you could appreciate the structures up close, but pulling back the environment still looks real and carries a design aesthetic with attention to detail in lighting, shape, color and atmosphere.

Our pipeline included Maya, Zbrush, Xnormal, Ndo, CrazyBump, 3DS Max, Unity 3D and Photoshop for the most part. Below are some sample images from the game. Polycount limits ranged from 2000 to 3100. Nothing is lower or higher than that number.

[attach=263066]wrMarRender2.jpg[/attach]

[attach=263067]wrMarRender2.jpg[/attach]

I chose to build a mesh to completion in Maya based on strong concepts. I would then bring it in to Zbrush and adjust the shape and form before sculpting. After the sculpt was finished I would lay out the UV’s in Maya.

I created Spec, Emmissive, AO, Normal and Diffuse maps for every character. I utilized several techniques to combine maps in order to produce the best possible normal map in photoshop. This included Transfer Mapping, Xnormal, Crazy Bump, Zbrush and Ndo Normal map creation to get the sharpest/cleanest maps. Normals would be baked into the Diffuse along with AO and Spec. Likewise all maps were baked into the Spec to reinforce detail.

Other artists chose to a common method of bringing in block models and sculpting it to completion. Then bringing it into Topogun or other software to retopo. I will leave the rest of the explaining to the images and my classmates if they want to chime in.

Characters by Anthony Sixto

[attach=263069]wrPawnPL.jpg[/attach]

[attach=263070]wrPawnMR.jpg[/attach]

[attach=263071]wrForemanPL.jpg[/attach]

[attach=263072]wrForemanMR.jpg[/attach]

[attach=263073]wrBizPL.jpg[/attach]

[attach=263074]wrBizMR.jpg[/attach]

Characters by Chris Ozouf

[attach=263076]cOzoufBigPresentationSheet.jpg[/attach]

[attach=263077]cOzoufMedicPresentationSheet.jpg[/attach]

[attach=263078]BigMedic.jpg[/attach]

Here is some environment work.

Megan1.jpg

Attachments

wrMarRender2.jpg

wrMarRender2.jpg

wrPawnPL.jpg

wrPawnMR.jpg

wrForemanPL.jpg

wrForemanMR.jpg

wrBizPL.jpg

wrBizMR.jpg

cOzoufBigPresentationSheet.jpg

cOzoufMedicPresentationSheet.jpg

BigMedic.jpg

Megan2.jpg

Neil1.jpg

Neil2.jpg

Teir1.jpg

Teir2.jpg

Teir3.jpg

edit

When you post on ZBC, every new post with an image creates another thumbnail in the bottom row at the top of the main forum. Since there are a limited number of slots available, we ask that you only use one thumbnail at a time.

To do this, either wait until your previous thumbnail has dropped off the bottom row before you start a new thread/post with an image, or edit your previous one and add the new images to what you’ve already posted. That way they won’t create a new thumbnail.

Thanks!

Ok cool, sorry about that. Going to re-edit with all the images in one.

Thanks for posting this up finally Anthony. Glad to see it on here.

I’m chris ozouf and I was the character art lead and worked alongside Anthony to develop the look of the characters and I was also in charge of seeing they met our technical needs and the needs of the animators.

Hope you guys like our work :slight_smile: