This blog was created to record my progress and workflow for creating a high quality or next gen game character. I’ve done quite a few 3d commercial and character projects in the past, but this is the first game character that I’ve done... and I really need to get into the gaming industry, so there were quite a few technical and workflow issues that I needed to sort out.
One element of the process that I wanted to sort out properly was hard surface modeling. Sculpting packages such as Zbrush and Mudbox have made high detail organic modeling quite easy and the workflow have become much more natural. Looking at some of the high detail characters done by Epic Games for games such as Gears of War and UT3, all of the armor and hardware are extremely detailed, but is obviously not sculpted.
This character will be used in a number of technical demo's for Torque Game Engine Enhancement by Gerhard Botha; Just have a look at the crazy stuff he did on tgeaenhanced.blogspot.com.

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