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Game Modeling - Cyber Shinobi and Blackmarket Clinic
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Game Modeling - Cyber Shinobi and Blackmarket Clinic

Mangal Preetham
by mangalpreetham on 12 Apr 2023 for Rookie Awards 2023

Game and environment modeling completed in the 1-Year Game Art Diploma at 3dsense Media School

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Cyber Shinobi

This is my Term 2 project at 3dsense Media School, produced between April - July 2022. I had to convert an existing 2D concept of a Character into a 3D game ready model. This involved me sculpting the high-res model in ZBRUSH, Retopo , Rigging and UV unwrapping in MAYA, baking in MARMOSET and SUBSTANCE 3D PAINTER, texturing the model in substance painter and finally compiling everything in MARMOSET TOOL BAG 4 with lighting for presentation.

The time frame for this project is about 4 months. I managed to always keep up with the deadline while taking feedback from my lecturers and my peers.

This project was an incredible learning experience for me, going through the whole Character design pipeline. I wanted to get as close to the concept art as possible: trying to get all the proportions and assets right while also adding additional details to give the model visual depth and material readability.

Over the course of the project, I wanted to make the character’s suit feel as sci-fi as possible so i created custom zbrush alphas in illustrator that resembled circuit boards fabric and tactical suits to sell the idea of a Cyber Shinobi.

The original concept art is by Lee Kimsan. 

Final Render

Breakdown and Planning

Game Environment - Blackmarket Clinic

A Sci-fi back alley clinic inspired by the ripperdoc clinics from cyberpunk 2077

As my Term 3 project at 3Dsense Media School, I converted an exisiting 2D concept into this 3D environment art model.

This project was an incredible learning experience for me, going through the whole environment design pipeline. I wanted to get as close to the concept art as possible: trying to recreate the dreary lighting and aesthetic of the original concept art, and create an atmosphere similar to that of a rundown ripper doc clinic from Cyberpunk 2077.

The process involved me blocking out everything in MAYA, UV unwrapping, sculpting unique assets in ZBRUSH, baking, texturing them in SUBSTANCE PAINTER and finally importing them into UNREAL for lighting and making an in-game environment. The time frame for this project was about three months. I produced the bulk of the model in little over two months, leaving ample time to make adjustments and refining of the space, while processing feedback from lecturers, industry experts and peers.

Over the course of the project, I wanted to make the environment feel like a lived-in space. I ended up designing and building additional assets that lay off-camera from the concept art, and I added more details to assets that were not clear in the concept, while staying true to the grungy, dilapidated sci-fi vibe. I very much enjoyed getting down to the nitty gritty details of the space, and look forward to working on similar projects and collaborations in the future.

The original 2D concept is by Hethe Srodawa.

Final Render

Breakdown and Planning

In-engine asset callouts

Central machine, seat, fridge, and screens

Desk Machines and Fusebox

Crates

Servers

Butcher Boy

Tanks


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