Development time:
- 2-3 days (concept art)
- 2 weeks (3D model)
I wanted to take a concept that I had rendered previously (a new skin idea for Kerrigan from Heroes of the Storm, based off the art for Prime Evil Diablo from Diablo III) and develop it all the way into a 3D model to further explore the character creation pipeline. Working from my own concept art was challenging, as it exposed some of the weaknesses of my concept (particularly in the areas where I had skimped on details). However, it was also rewarding, as it helped me to better understand how to create concept art with a mind for how it would then be interpreted into the 3D space.
16544 Triangles
Texture Maps used:
- Diffuse
- DET (Roughness/Metallic/Ambient Occlusion/Opacity)
- Emissive
- Normal, Macro Normal
- SSS (body only)
- Displacement (eyes only)
- 2-3 days (concept art)
- 2 weeks (3D model)
I wanted to take a concept that I had rendered previously (a new skin idea for Kerrigan from Heroes of the Storm, based off the art for Prime Evil Diablo from Diablo III) and develop it all the way into a 3D model to further explore the character creation pipeline. Working from my own concept art was challenging, as it exposed some of the weaknesses of my concept (particularly in the areas where I had skimped on details). However, it was also rewarding, as it helped me to better understand how to create concept art with a mind for how it would then be interpreted into the 3D space.
16544 Triangles
Texture Maps used:
- Diffuse
- DET (Roughness/Metallic/Ambient Occlusion/Opacity)
- Emissive
- Normal, Macro Normal
- SSS (body only)
- Displacement (eyes only)
What I Learned: - Keep one solid mesh for the sculpting stage to maintain cohesiveness - Only use separate texture atlases for parts of the mesh which have a clearly defined seam - How to use Mudbox as a sculpting program - How to use 3D-Coat as a painting program - Detailed concept art speeds up the asset production pipeline |