To start of, here are the things I did in 5 months I worked on Age of Wonders 3.
I made some time this week to wrap everything up, get screenshots of units I didn't have yet etc.
The bigger creatures(like the dragons or the beholder) were made in around 7 workdays. Most of them are 7-11k tris, but the tricount for bigger units was 15k. There could be up to 15k on a hexagon tile, bigger dudes were standing alone so these had a nice budget
We could use most of the texture maps diffuse (w alpha), grey spec, grey gloss, glow, normal maps and even a cubemap.
The max size was 1024x1024px.
We used Maya 9 and Zbrush and used their proprietary engine for all the shader and particle stuff.
And here's a gif, because gifs are awesome. The dudes sitting on mounts are made by someone else and I only did some rework on the vampire spider face and textures (red with black). Other than that, the creatures a made from scratch and I even got to design the biggest part of them
The Eldritch Horror This first image is done in Toolbag 2
Dragons
Wyverns A combination of the Golden Dragon and Golden Wyvern Sculpts were later posed and printed for the Collectors Edition ^^
Mounts and Elementals There is also a green variation of the raptor, but that's only for cool guys and leaders. The Elementals explode when they die, leaving body parts and ruble behind on the ground. Really neato!
Beholder His brains are super jiggly thanks to vertex animation/sway, I'll see if I can get a gif of it somewhere
Kraken
Hunter Spider The diffuse on this one worked out really well. Everything looks so mushy and tasty!
I still have most of the maya and texture files ^^
These are the wires in Maya. The elementals used more or less the same body basemesh.
The wires aren't really that helpful as some low poly parts were kitbashed from other characters (stole the hands for example) to cut some corners and reduce the creation time on them. The rumble underneath them consists of pieces from the model, because they had to be the same parts for death animations.
These are the diffuse maps. Combined with the xnormal edge padding,I tend to use content aware fill at the end of the process to get rid of any whitespace, some kind of weird way to prevent mip map texture bleeding.
For viewing purpose, I added a small stroke around the UV shell, because the shapes just disappear.
Together with some classmates we joined the Brains Eden Gamejam and created a prototype game called Stormbrothers. After the jam we decided to give the whole thing a bigger go and see how much we could get out of the idea.
This is an image of how the game looked at the end of the 48h gamejam.
With the whole re-imagining I painted some environment tests and tried out how different shapes would feel.
And ofcourse an animation to show a run through the whole level.
After that I focussed on getting the characters updated with some different kind of clothing sets:
And then finally creating new meshes. The idea was to have head+helmet, body and the weapons separated, so they could be swapped out for other skins.
Some more stuff, the first one is a LEGO minifig, I shaman that lives in the swamp and wears a crocodile skull on top of its head. I started this one out with a a high poly model, but when I got to creating the low poly I kind of noticed that everything could be solved by used hard and soft edges.
You learn most from mistakes the hard way eh ¯\_(ツ)_/¯ haha!
Most of the bits are in here, I think I only miss the little cylinder between the legs, but I don't think you really notice that.
The second one is the arttest I did for ArrowheadGS. Creating the test more or less costed a week.
The test was to create a room with some kind biomechanical device that the Helldivers needed to destroy. I wasn't really at home with environment stuff, so I spend way to much time just figuring out how to tackle this. I started out with some sketches and wanted to add a monster to the scene. The enemies would sap energy from an electricity generating insect.
I made an overlay with the Helldivers HUD elements to give a better feel that it could be an ingame piece. The yellow dudes are supposed to be characters, haha. Enjoy!
Fell in love with Carbine's concept for the Moodies, so decided to make one too While they look super droopy in the concept, I wanted to give him a weird shaman-ish pose.
The creature model has 5.5k tris and a 1k handpainted diffuse map.
The pedestal is using a separate diffuse map, with the shadows painted in, and the background is an ingame shot of the Deradune zone in Wildstar.
Followed Kurt Papsteins course at Phoenix Atelier a few months ago. Postponed the project to move between countries, finishing other projects and family time. But next weekish we're back home, so then I'll pick this up completely again. I watched Grassetis Zsummit presentation, posed my dude and tried out his BPR steps. Worked pretty neato
Based on the concepts of Thomas Mahon.
The hammer was made with Zbrush and Maya, texture were done with DDO. Presentation in Marmoset.
It was the first time using DDO, I'm super impressed what the software is capable of.
Replies
I made some time this week to wrap everything up, get screenshots of units I didn't have yet etc.
The bigger creatures(like the dragons or the beholder) were made in around 7 workdays. Most of them are 7-11k tris, but the tricount for bigger units was 15k. There could be up to 15k on a hexagon tile, bigger dudes were standing alone so these had a nice budget
We could use most of the texture maps diffuse (w alpha), grey spec, grey gloss, glow, normal maps and even a cubemap.
The max size was 1024x1024px.
We used Maya 9 and Zbrush and used their proprietary engine for all the shader and particle stuff.
And here's a gif, because gifs are awesome. The dudes sitting on mounts are made by someone else and I only did some rework on the vampire spider face and textures (red with black). Other than that, the creatures a made from scratch and I even got to design the biggest part of them
The Eldritch Horror This first image is done in Toolbag 2
Dragons
Wyverns A combination of the Golden Dragon and Golden Wyvern Sculpts were later posed and printed for the Collectors Edition ^^
Serpents
Mounts and Elementals There is also a green variation of the raptor, but that's only for cool guys and leaders. The Elementals explode when they die, leaving body parts and ruble behind on the ground. Really neato!
Beholder His brains are super jiggly thanks to vertex animation/sway, I'll see if I can get a gif of it somewhere
Kraken
Hunter Spider The diffuse on this one worked out really well. Everything looks so mushy and tasty!
My favorite has to be 'The Eldritch Horror' very cool looking.
Do you by any chance still have access to these models? I kind of wanted to see the wireframes and textures of the elementals too.
I still have most of the maya and texture files ^^
These are the wires in Maya. The elementals used more or less the same body basemesh.
The wires aren't really that helpful as some low poly parts were kitbashed from other characters (stole the hands for example) to cut some corners and reduce the creation time on them. The rumble underneath them consists of pieces from the model, because they had to be the same parts for death animations.
These are the diffuse maps. Combined with the xnormal edge padding,I tend to use content aware fill at the end of the process to get rid of any whitespace, some kind of weird way to prevent mip map texture bleeding.
For viewing purpose, I added a small stroke around the UV shell, because the shapes just disappear.
This is an image of how the game looked at the end of the 48h gamejam.
With the whole re-imagining I painted some environment tests and tried out how different shapes would feel.
And ofcourse an animation to show a run through the whole level.
After that I focussed on getting the characters updated with some different kind of clothing sets:
And then finally creating new meshes. The idea was to have head+helmet, body and the weapons separated, so they could be swapped out for other skins.
You learn most from mistakes the hard way eh ¯\_(ツ)_/¯ haha!
Most of the bits are in here, I think I only miss the little cylinder between the legs, but I don't think you really notice that.
The second one is the arttest I did for ArrowheadGS. Creating the test more or less costed a week.
The test was to create a room with some kind biomechanical device that the Helldivers needed to destroy. I wasn't really at home with environment stuff, so I spend way to much time just figuring out how to tackle this. I started out with some sketches and wanted to add a monster to the scene. The enemies would sap energy from an electricity generating insect.
I made an overlay with the Helldivers HUD elements to give a better feel that it could be an ingame piece. The yellow dudes are supposed to be characters, haha. Enjoy!
The creature model has 5.5k tris and a 1k handpainted diffuse map.
The pedestal is using a separate diffuse map, with the shadows painted in, and the background is an ingame shot of the Deradune zone in Wildstar.
Also Concept art for the armor!
That mountain climbing game looks sweet.
Based on this concept by Makkon
Based on the concepts of Thomas Mahon.
The hammer was made with Zbrush and Maya, texture were done with DDO. Presentation in Marmoset.
It was the first time using DDO, I'm super impressed what the software is capable of.
fixed broken links and added Sketchfab viewer
I love that octopus.
Well I'm glad you made it out jaha
Are you going to do something with that climbing game or is it more of a proof of concept? It looks awesome, reminds me of a minigame in Mario Party 4