happy to say we released our game Brigador into Early Access on steam. here's the launch spot and a few assets--i did all the art in the game, hope you guys give it some love!
[ame]
https://www.youtube.com/watch?v=MPnjH8a-W1U[/ame]
head sculpt for one of the pilot profiles (which are not yet in game)
final version with props:
another one in iphone aspect ratio:
portraits, for expediency's sake were done only in zbrush with the preview render, post process in photoshop but no other cleanup or manipulation. we're only a 4 man team, so i tried to keep any kind of multi-program pipeline shenanigans to a minimum. on another, bigger team i am sure i would have probably exported to marmoset and done some fancy stuff, but this is working out well for the scope of our project, and the fact that the pilot portraits are mostly for player identification, and dont need to do much else.
example of the vehicle art for the game, this is a corvid party van:
closeup on the driver and gunner:
another unit:
and the rendered version:
another:
timelapse:
random units:
timelapse for that one:
one of my favorite units:
some farm props:
with help from hawken and others, here is a selection of HK style neon signs i did for the game, because you cant have cyberpunk without cool neon signs. despite being HK style they are in japanese (and a little bit of portugese)
and here's the steam store link:
http://store.steampowered.com/app/274500/
Replies
Also, could you explain your thought process behind making 3D models for this stuff, versus just making pixel art? Seems like a ton more work and masochistic this way.
How did you do the sprites of lets say your favourite car, where the turret on top can turn independently from the car itself ? I suppose you rendered the turret seperately and pasted it on top in the game then? Because your renders always show one piece, made me wondering