It has been a while.
Here are some of my works from Dragon Age Inquisition.
I have been posting them for some time on my Facebook page, but I thought I do an Art Dump here also.
Better resolution and for those who I don't have as friends on there.
Wow, really cool stuff, if you don't mind me asking, how much of the process do you handle, are you only working within Zbrush(or equivalent) or do you retopologize and rig and all that stuff as well?
@LlamaRider: Thanks a lot! @skodone: Crisp with side of polygons is what was ordered. @Poseidon8734: Cheers man. I am glad the game did so good, came together nicely for sure. @noosence: Haha don't mind at all and thank you. @Grubber: I hope you find it! But I am glad it was dropped. @Maxilator: Thanks! Not at all ask away. I did everything between concept and handing it of technical animation for skinning and animation. So highres, lowres, uv, textures, game implementation etc.
Super amazing work! Just some questions. What was your work-flow on these? Did you do everything in Zbrush or did you start in a modeling package to do the base? And also was all the texture work done in photoshop or did your studio have access to something like substance?
Very nice work! Only thing I would crit is I notice on your hardsurface stuff very sharp edges on everything. There really isn't the kind of subtle bevel in your highpoly that I would expect from real world materials. I think this especially hurts when baking, because normals always come out better with even more exaggerated bevels. Just a small suggestion, cause I see it in a lot of your hp work. But anyway, awesome stuff, thanks for sharing.
@skodone: Most of the textures are done in 4k, but later on get downsized in engine if there is need (and there usually is need for that). @Nuclear Angel: Thanks! Each asset is different and there is usually various ways of going about making it. Creature works were mostly done in Zbrush. The followers however are done in Maya/Max/Xsi etc (I am a Maya user myself) and then brought into zbrush for finalization. I have done a tutorial about creation of Iron Bull character for online book called "Vertex", that will be out soonish hopefully. In there I go into detail about each step and how I worked with concept and technical animation guys. I love using Ddo for texturing, but atm we are toying with substance yes. @almighty_gir: We keep all maps high for cutscenes and just flag them in engine. That way we get most out of them at any given time. Full on for cutscenes and crushed down to tiny sizes when camera is away and there is no need for that fidelity. @BradMyers82: Thank you. As far as your crit goes, I hope it's ok to agree to disagree. I agree with what you are saying, just don't think it applies here. @LRoy: Thanks a lot. @nastobi123: Much appreciated @Snefer: Cheers bud! @Skuld: Thank you. @Sir Apple: Was so much fun to work on. Glad you liked them.
@Nuclear Angel: I have done a tutorial about creation of Iron Bull character for online book called "Vertex", that will be out soonish hopefully. In there I go into detail about each step and how I worked with concept and technical animation guys.
You are making me sooooo happy! Can't wait for that. Thank you so much for the effort of making a tutorial!
Seeing your sculpts I have to say the game didn't do your work enough credit. The variable colors for armors made the metal parts look too bland for my taste, but seeing your sculpt it is clear how much great work was put into it.
@skodone: Any time! Always glad to help out. @jermaineb: thanks @JacqueChoi: Right back at you! @Biomag: Thanks so much. That is partly why I wanted to show works here. Often art gets quite beat up after it goes through the "grinder" - game development. @Tits: Glad there is so much Love! @_Kratos_: Thank you, it's tricky making art that is mainly for 3rd person (often with 3rd person time frames), but that also needs to hold up in closeups etc.
Oh I also did have a couple things for "under the hood" sort of deal.
For that last post with those screens I fell in love with you.
Thanks, this is so incredibly helpful when coming from an environment without experienced lead artist. It's just the small details - where you know the answers, but not the best option for the specific case. In such situations it is great to have such a detailed view on experienced people's work.
Also big thank you to Bioware for allowing the share of these stuff! All those sharing such stuff are making this industry special when it comes to knowledge for the profit of the whole industry - great foresight that many other industries lack!
@Crazy_pixel: I am 100% with you on that. Luckily we do have some crazy TA guys here that love this sort of thing. And we did push customization quite a bit. Probably some of the most complex characters I ever made for a game. Not only from just modeling standpoint, but also how many things you have to keep in mind for everything to sync up in the end. @Biomag: I am very glad that those are becoming useful for others. And it definitely inspires me to do more, seeing that it does. Big thanks for that. @hectorsdors: Cheers. Glad you liked it. @skodone: Haha yea man I could almost see the smoke and sparkles coming out, but not quite. Still nothing comparing to the personal Orc project I did a while back. Always good to push the limits. You learn a lot that way.
@mrFetch: haha thank you I think! @nyx702: you are very welcome. I hope they can inspire you. @poopinmymouth: Cheers, I love that we had 2 DAI weeks (as far as I can recall). I wouldn't have made this otherwise. It was one of many dragon head concepts in the possible "pile". Concept was quite rough, but the overall shape was there and looked that it could be cool. @PaulP: Any time, thanks so much.
I forgot to include this one. Also sort of under the hood image.
Sculpt made for generation of old normal map texture. Just a days work. This was fun to research. It had to work on all races/genders, so it was crucial to find wrinkles that both men/women shared. A good happy medium that did work surprisingly well.
Its really a cool and helpful piece of information. Im glad that you simply shared this helpful information with us.
Please keep us up to date like this. Thank you for sharing.
Replies
@skodone: Crisp with side of polygons is what was ordered.
@Poseidon8734: Cheers man. I am glad the game did so good, came together nicely for sure.
@noosence: Haha don't mind at all and thank you.
@Grubber: I hope you find it! But I am glad it was dropped.
@Maxilator: Thanks! Not at all ask away. I did everything between concept and handing it of technical animation for skinning and animation. So highres, lowres, uv, textures, game implementation etc.
but im curious now... are these 4k maps or how did you achieve that HD look :P
one would guess that the diffuse/spec maps are fairly low res (ie: not 4k) and things like skin rely heavily on tiled detail normals.
@Nuclear Angel: Thanks! Each asset is different and there is usually various ways of going about making it. Creature works were mostly done in Zbrush. The followers however are done in Maya/Max/Xsi etc (I am a Maya user myself) and then brought into zbrush for finalization. I have done a tutorial about creation of Iron Bull character for online book called "Vertex", that will be out soonish hopefully. In there I go into detail about each step and how I worked with concept and technical animation guys. I love using Ddo for texturing, but atm we are toying with substance yes.
@almighty_gir: We keep all maps high for cutscenes and just flag them in engine. That way we get most out of them at any given time. Full on for cutscenes and crushed down to tiny sizes when camera is away and there is no need for that fidelity.
@BradMyers82: Thank you. As far as your crit goes, I hope it's ok to agree to disagree. I agree with what you are saying, just don't think it applies here.
@LRoy: Thanks a lot.
@nastobi123: Much appreciated
@Snefer: Cheers bud!
@Skuld: Thank you.
@Sir Apple: Was so much fun to work on. Glad you liked them.
XD
You are making me sooooo happy! Can't wait for that. Thank you so much for the effort of making a tutorial!
Seeing your sculpts I have to say the game didn't do your work enough credit. The variable colors for armors made the metal parts look too bland for my taste, but seeing your sculpt it is clear how much great work was put into it.
Thanks for sharing! Amazing work.
Congrats dude!
@jermaineb: thanks
@JacqueChoi: Right back at you!
@Biomag: Thanks so much. That is partly why I wanted to show works here. Often art gets quite beat up after it goes through the "grinder" - game development.
@Tits: Glad there is so much Love!
@_Kratos_: Thank you, it's tricky making art that is mainly for 3rd person (often with 3rd person time frames), but that also needs to hold up in closeups etc.
Oh I also did have a couple things for "under the hood" sort of deal.
And a video:
[ame="https://www.youtube.com/watch?v=2P-Yk1THSik"]Iron Bull Development Process[/ame]
Thanks, this is so incredibly helpful when coming from an environment without experienced lead artist. It's just the small details - where you know the answers, but not the best option for the specific case. In such situations it is great to have such a detailed view on experienced people's work.
Also big thank you to Bioware for allowing the share of these stuff! All those sharing such stuff are making this industry special when it comes to knowledge for the profit of the whole industry - great foresight that many other industries lack!
@Biomag: I am very glad that those are becoming useful for others. And it definitely inspires me to do more, seeing that it does. Big thanks for that.
@hectorsdors: Cheers. Glad you liked it.
@skodone: Haha yea man I could almost see the smoke and sparkles coming out, but not quite. Still nothing comparing to the personal Orc project I did a while back. Always good to push the limits. You learn a lot that way.
Uff, this drag sculpt, love the mix of large and small details. All of it is killer work.
@nyx702: you are very welcome. I hope they can inspire you.
@poopinmymouth: Cheers, I love that we had 2 DAI weeks (as far as I can recall). I wouldn't have made this otherwise. It was one of many dragon head concepts in the possible "pile". Concept was quite rough, but the overall shape was there and looked that it could be cool.
@PaulP: Any time, thanks so much.
I forgot to include this one. Also sort of under the hood image.
Sculpt made for generation of old normal map texture. Just a days work. This was fun to research. It had to work on all races/genders, so it was crucial to find wrinkles that both men/women shared. A good happy medium that did work surprisingly well.
Please keep us up to date like this. Thank you for sharing.
P.S: you're girl looks