my name is Herb and I am the Lead Char Artist here at Bioware Montreal. I want to show some of our models from Mass Effect Andromeda here in this thread. Enjoy!
Hi, this is my contribution for Mass Effect Andromeda. It has been a honor to work along side great people and artist.
Concept has been done by, Brian Sum, Ben Lo and Ramil Sunga. Shaders where done by Nick Sadler. All In-game model where rendered in Frostbite and Highres in Keyshot. Textures where done with Photoshop and Quixel Suite. All High Res model where done exclusively with Zbrush.
Ahhh this is awesome!! All of them look amazing, especially the hard surface parts! I'm curious about the cleanup process you used on the hard surface pieces. Could one of you possibly talk about the methods used? Was it a standard 3Ds Max to ZBrush and then back pipeline or were some of the models done fully in ZBrush?
This is gunna be interesting, do any of you wish to comment on the speculation that some of the characters were purposely meant to look less attractive?
CrazyMoon: Each artists have our own preference. Some of us are much more expert in Zbrush, so Zmodeler was used for the hard surface. The old schooler ( like myself) still prefer sketching the armors in Zbrush then remodel in Max or XSI. Really, anything that gets the job done well
I think what I love most about the scifi art in this game is the balance in design. A lot of other AAA studios doing scifi suits seem to just do absurd amounts of detail where your eyes just have no where to rest. The MEA stuff has tons of microdetail but when you back out, you still get nice areas of focus and the designs are so cohesive. Clearly the 3d art is amazing but also big kudos to the concept guys who worked this stuff out early on in the design phase. Hats off to all the amazing artists who must have put in endless hours on this phenomenal product!
I absolutely second @slosh on that. The design philosophy of areas-of-detail-vs-areas-of-rest does tend to get kinda lost in the shuffle and excitement of a sci-fi theme. Heck, most Korean and Japanese style games actively abandons the concept altogether.
This is some absolutely phenomenal work. I'm really looking forward to some of the fixes for the game coming down the pipe so I can legitimately start my first playthrough.
Great work, did you people have a say when it came to the character designs, ethnicities etc in the game. Many think that Mass Effect has been ordered to go social justice warrior. Was that a conscious choice or just something you artists wanted to do.
I finished my playthrough this week, great work on the art! The environmental and hard surface work is just incredible. The designs are modernized, but still hold true to the (now massive) library of visual styles for each species that has been developed over a decade of releases.
My contribution to the project. Salarian Armor from my short time working on Mass Effect Andromeda. Head by Rodrige Pralier . Thanks Frederic D'Aoust and Herbert Lowis for the screenshots!
my name is Herb and I am the Lead Char Artist here at Bioware Montreal. I want to show some of our models from Mass Effect Andromeda here in this thread. Enjoy!
Cheers, Herb
Hey Herb, can you comment on the uproar about the "uncanny valley" look of the ingame character faces? These models look SO GOOD, they look absolutely perfect. But I feel like in the game they look slightly less realistic. Many gamers complained about that. Any thoughts?
Replies
Furio Tedeschi's Ascendant:
Furio Tedeschi's Female Angara
Furio Tedeschi's Fiend
Furio Tedeschi's Observer
Joseph Botardo's Drack
Joseph Botardo's Krogan Armor
Joseph Botardo's Vetra
Joseph Botardo's Turian Armor
Angara Underarmor
Carnifex
Ghost
Ruzad
Cora Shotgun
Concept has been done by, Brian Sum, Ben Lo and Ramil Sunga. Shaders where done by Nick Sadler. All In-game model where rendered in Frostbite and Highres in Keyshot. Textures where done with Photoshop and Quixel Suite.
All High Res model where done exclusively with Zbrush.
Hope you enjoy!
Chris.
Some of us are much more expert in Zbrush, so Zmodeler was used for the hard surface. The old schooler ( like myself) still prefer sketching the armors in Zbrush then remodel in Max or XSI. Really, anything that gets the job done well
garriola83: thank you
aaronaton: Cant comment on that
Huge privilege to be part of such an amazing team and a great title to work on
This is some absolutely phenomenal work. I'm really looking forward to some of the fixes for the game coming down the pipe so I can legitimately start my first playthrough.
For the gameres, its all in the Frosbite 3 engine. For the highres they are mix between Keyshot and Zbrush.
Super Happy Cow: unfortunately we can't control the internet. But we do listen to the fans and keep trying to improve the game post ship
Head by Rodrige Pralier . Thanks Frederic D'Aoust and Herbert Lowis for the screenshots!
These models look SO GOOD, they look absolutely perfect.
But I feel like in the game they look slightly less realistic. Many gamers complained about that.
Any thoughts?