Page 32 - 3D World - October 2017
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FEATURE
          Game changer




















































           work than say hire two or three   character art team, we can decide   diVErsE ModEls              A close-up of an
          juniors to do the same amount of   whether we like it, if we don’t   From the ripped, stone-like   archon, which was
          work. Also as BioWare didn’t have   we can fix or replace it. After the   appearance of the Kett, which is   rendered in Keyshot
          a lot of concept artists at that time,   blocking, once it’s approved by our   one of Mass Effect: Andromeda’s
          we had a lot more back and forth   art director, we start the hi-res   new races of alien alongside the
          between the 3D art and the 2D art   model, which is done in ZBrush.   Angara, to the return of the doe-
          departments, so basically 2D would   We [use] ZModeler to do base   eyed, amphibian-esque Salarians,
          put less time on the concept and   shapes, we use a lot of masking,   Christopher and his team were
          we would help out and fill in the   polygrouping and panel looping to   responsible for generating several
          blanks. In the end it worked out   do extractions for volume. At the   races of alien for the sci-fi game,
          pretty good.”                   end when everything is modelled   as well as for creating the human
            Charged with creating humans   out we subdivide, we add detail   contingent. “I love Mass Effect
          and aliens, Christopher says each   with brushes and when that’s   because of these opportunities.
          model would typically take around   done we render it out. Usually we   One month you’ll be making a
          five to seven weeks to create. “We   use KeyShot to do a hi-res render
          start with the 2D concept and pick   and then we send it off to the art
          up ZBrush to do a quick blocking,   director for approval and if there’s   WE STArT WITh ThE
          so a quick pass on proportions and   no changes, we start doing the
          on main features for a character   game model. For that, most of us      2D CONCEpT AND pICK
          we’re working on, to create a quick   use 3ds Max to do a low-res model
          glance as to what we’ll see in-  and UVs, and we do textures in   Up ZBrUSh TO DO A qUICK
          game later on because doing the   Quixel Suite. Then we import
          whole character process takes a   everything in to Frostbite and   BlOCKING, SO A qUICK pASS
          few weeks. If you can get an idea   make sure that everything looks
          of your end result in a few hours   great and ready to send off to the   ON prOpOrTIONS
          it really helps visualise the art   next stage, which is skinning,
          direction, and see if it works or   rigging and animation, and that’s a
          not. Through the blocking, as the   whole other department.”    Christopher Cao, senior character artist, BioWare

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