Hello Polycount!
I am the Lead Character Artist on Glass Egg Character Portfolio Project.
This is the first game character that I built with my amazing team at Glass Egg Digital Media. I am responsible for the head, arms, lighting, rendering, and overall look of the character.
Nguyen Ngoc Bao did the concept.
Lân Ngô did all the hard surface parts.
HuAnh Vu did the body armor and bags.
Dương Nguyễn Minh Thuận did the pants, knee pads, gloves, and waist belts.
Nguyen Anh Duy did the boots, bags, and tattoos.
Real-time rendered in Marmoset Toolbag 3.
High-res images of the head & arms on my Artstation: https://www.artstation.com/artwork/XW52R
Real-time Demo in Marmoset Toolbag 3: https://www.youtube.com/watch?v=k4XHo19NGpQ
Real-time Demo in UE4: https://youtu.be/qfAbOxubo1k
Turntable video: https://www.youtube.com/watch?v=ESM6qWShG88
Replies
I'd actually like to learn more about your workflow as a team. Did only one person work on it at a time, from start until they were finished? If not, how did you make sure all the pieces would fit together? I'm a noob so sorry if this is utterly obvious to everyone else.
@Metemer: I'm glad someone has finally pointed this out. We are building a character team from the ground, so the first thing we wanted to learn is "how to work as a team", and this is the reason why we put many artists to work on one character. The result must have a cohesive look, and not look like many different artists are involved.
The NDA does not allow me to tell you about our pipeline but I would say there was no secret. It was a team effort, and I'm really proud of my team
Or the unreal version of this one would have the same setup and number of unique materials? I'm also intrigued if he has body mesh inside? or the hands and head are cut off and are "stitched" as one air tight mesh? And if the former would be better for future rigging and skinning?
Again congrats on this guys!
No, he does not have body mesh inside. We removed all the parts that we don't see on the viewport to reduce polycount and for better skinning.
Regardless, this is some gorgeous looking work.
Small update!! Here is a render test of the soldier inside Unreal Engine 4. Let me know your thoughts!