Saturday, December 28, 2019
Progress! Sunset Overdrive Character
In between Christmas celebrations I've been making significant progress with my Sunset Overdrive inspired character. He has been modeled to be game ready and the low poly that I have been working with is under 25,000 tris, with a high poly Zbrush model baked onto it via Substance Painter.
Even though I have experience with Substance, I've been trying to push myself this project by really seeing how hard I can work with the textures and so far I'm quite pleased. During industry talks at university we're quite frequently told that a good model will never be able to cover up bad texturing, however brilliant textures can cover up a plethora of modelling issues. While this philosophy obviously isn't ideal, I really need to practice my texturing skills more to feel comfortable enough to agree with it regardless.
Below is a link to a sketchfab post of my model currently, he isn't posed just yet, but my textures are just about finished and as of now I'm pretty proud of how it's turning out. Onto rigging!
Even though I have experience with Substance, I've been trying to push myself this project by really seeing how hard I can work with the textures and so far I'm quite pleased. During industry talks at university we're quite frequently told that a good model will never be able to cover up bad texturing, however brilliant textures can cover up a plethora of modelling issues. While this philosophy obviously isn't ideal, I really need to practice my texturing skills more to feel comfortable enough to agree with it regardless.
Below is a link to a sketchfab post of my model currently, he isn't posed just yet, but my textures are just about finished and as of now I'm pretty proud of how it's turning out. Onto rigging!
Tuesday, December 17, 2019
Update - Sunset Overdrive Character
After a lot of modelling and retopping, I've finally started on texturing and have been working on the character's jacket and patches. I really liked the grungy and almost punk look of the concept with the patches covering his jacket, and looked further into different versions of these kinds of jackets and settled on a leather battle vest.
Sunset Overdrive is a very colourful game, so it has been interesting to try and make my character true to his rocker style, whilst also staying colourful to fit with the SO style guide.
Here are some screenshots from my work so far:
Sunset Overdrive is a very colourful game, so it has been interesting to try and make my character true to his rocker style, whilst also staying colourful to fit with the SO style guide.
Here are some screenshots from my work so far:
Sunset Overdrive Character - Metal Head
For one of my university projects I have set out to make a game ready character model to be a playable character in 'Sunset Overdrive'. After lots of research into the art style of the game and many, many reference images, I set out to make a male character with a heavy rock/metal influence in his design.
Inspired by this concept artwork by Vasili Zorin, (shown below) I really liked the colour palet of this concept and even more so the patches covering the character's jacket.
So after gathering enough resources to feel that I could comfortably model a character fit to belong in 'Sunset Overdrive', I began sculpting in Zbrush, retopping in 3Ds Max and texturing in Substance Painter.
Inspired by this concept artwork by Vasili Zorin, (shown below) I really liked the colour palet of this concept and even more so the patches covering the character's jacket.
So after gathering enough resources to feel that I could comfortably model a character fit to belong in 'Sunset Overdrive', I began sculpting in Zbrush, retopping in 3Ds Max and texturing in Substance Painter.
Tuesday, November 26, 2019
Helmet Character - Shaman Woman, the importance of simple yet effective
I feel like as a character artist I often try and make myself do more than I am capable of doing in a set amount of time. I believe we all like to dream of all of the wonderful things we can make, but being able to actually achieve these ideas in a realistic amount of time is something most definitely worth practicing.
For my helmet character, I decided to go for a 'less is more' kind of approach with a simplistic body and outfit style with a large deer skull helmet and adornments.

For my helmet character, I decided to go for a 'less is more' kind of approach with a simplistic body and outfit style with a large deer skull helmet and adornments.

Monday, October 14, 2019
Modelling and monsters!
In the second week of my first 3rd year project, I ran into some issues here and there trying to make the creature look as authentically 80's horror as I could without making it goofy looking. Attempting to make the creature genuine and scary with its proportions was perhaps the hardest part for me.
Some of the issues I ran into included making the rib cage too small at first and the head too large in comparison the the rather average length arms even though I'd exaggerated them in my concept.
So far, this is my 3D model in Zbrush and I'm very much enjoyng pushing the idea of melting skin on the monster creature.
Some of the issues I ran into included making the rib cage too small at first and the head too large in comparison the the rather average length arms even though I'd exaggerated them in my concept.
So far, this is my 3D model in Zbrush and I'm very much enjoyng pushing the idea of melting skin on the monster creature.
Wednesday, October 9, 2019
First Week of 3rd year!
In my first week I've started to pan the first project of the year: an 80's themed monster creature to be 3D modelled and textured myself.
I've taken inspiration from this original artwork from Sergio Sandoval as the direction my model is going to go in.

On the left is the concept inspiration I've been working from, and on the right is my initial concept sketch of the monster creature. I've also taken inspiration from the Demogorgon from 'Stranger Things' and the Pale Man from 'Pan's Labyrinth'.
I've taken inspiration from this original artwork from Sergio Sandoval as the direction my model is going to go in.

On the left is the concept inspiration I've been working from, and on the right is my initial concept sketch of the monster creature. I've also taken inspiration from the Demogorgon from 'Stranger Things' and the Pale Man from 'Pan's Labyrinth'.
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