2 Styles: Semi-stylized MMO Creature and Cel Shaded Monster
This entry consists of two of the projects I completed in my year 3 of Games Art and Design. Final project for year 3 Games Art, Lionseye - The Tricky Barbarian. Second: Donkestra - The Monster Hunter Fan Concept.
Lionseye is a stylized MMORPG mob enemy that is part of a larger clan of bipedal big cats, his personality and battle style feel like punk rock and his energy is unmatched.
This project heavily focused on my anatomical sculpting skills and finding ways to synergize this with stylized, planar sculpting methods. I also took a step into more manually painted textures and really enjoyed it, it has made me want to experiment with fully hand painted projects in the future.
With more experience in hard surface and prop design, I spruced up my character with some accessories as well as a hammer I concepted. This hard surface work was more comfortable for me and encouraged me to paint more of my textures.
While this project was more focused on my sculpting, texturing and rendering skills, I still managed to do a good job of most of the technical processes like retopology and UV unwrapping. As this was my final project and I wanted high quality renders, I ended up with 100k tris, but could easily work it down to a reasonable 40-50k for the sake of being game ready.
I communicated with concept artist, Caroline Camara, the worldbuilding of my character and the design so she could make a character sheet for me to lead my process from.
A game-ready model of Donkestra, Monster Hunter fan concept, completed from a 3-week university project. I developed this model into 3D from a concept by Sam Santala, please check out their ArtStation!
To display Donkestra in an appropriate biome, I used an environment that was free-to-use on the Unreal store and supported the lighting to best represent the model's detail.
I used baked lighting to support my hand painting process, using the colours given from the lighting information to inform the palette I used for recreating the textures in the concept art.
Using alpha cards was interesting in the style I worked towards in the project. Normally hair cards would convey hair that has been groomed in Maya or similar software, however I ended up using the cards with opacity masks to make well defined shapes building up the plumage. These were very efficient for UV maps as I could layer them and repeat 4 variations across the mane.
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