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3d art

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Artist<br />

Showcase<br />

Antony Ward<br />

I’ve been working in the games industry for close to 16<br />

years now and have been freelance for the last three.<br />

During this time, I have worked for some of the biggest<br />

companies in the industry and have experienced<br />

nearly all areas of game development, with character<br />

modelling, animation, MEL scripting and rigging<br />

being my areas of choice.<br />

04<br />

Materials and textures<br />

Giving the character the right look<br />

Before st<strong>art</strong>ing work,<br />

mock up a background image<br />

plane so you can get a proper feel for the<br />

scene, and how it should be lit. We know<br />

we want her to be up in the air, which<br />

means a bright scene, with plenty of<br />

clouds and blue sky behind her.<br />

The next job is to nail the<br />

05 lighting and the camera position.<br />

Having these and the background in place will<br />

help dictate the final look and feel of the<br />

image. It’s also important to add lights to the<br />

base of the rocket as we will later be painting in<br />

the flames, which naturally emit light.<br />

Athria Silo, Maya,<br />

Photoshop (2009)<br />

I decided to brush up on my<br />

game <strong>art</strong> skills and create a<br />

real-time character from the<br />

ground up. I wanted to<br />

create someone with a<br />

futuristic feel; Athria was<br />

born. She was built in Silo<br />

and then made ‘game ready’<br />

in Maya with all texturing<br />

done in Photoshop.<br />

Red Sonja<br />

<strong>3d</strong>s Max, Silo, Maya,<br />

Photoshop (2008)<br />

For this image, I took an<br />

existing 2D concept and<br />

brought her kicking and<br />

screaming into 3D, using<br />

similar methods I adopted<br />

for Flight of the Raven. I was<br />

looking to develop my highresolution<br />

modelling skills<br />

and this seemed like a<br />

natural step forward.<br />

06<br />

Next, set to work on the main<br />

colours for each element. Her body will<br />

be the trickiest p<strong>art</strong> as we’re looking to create<br />

more natural skin tones, so we’ll work on these<br />

first. We opt to use Maya’s misss_fast_skin_<br />

maya shader to achieve a subtle Subsurface<br />

Scattering effect.<br />

07<br />

Now move on to the rest of her<br />

clothing, first blocking in the main<br />

colours you want before adding subtle<br />

reflections to her visor and metallic areas. To<br />

add more detail, we also apply basic tileable<br />

Texture and Bump maps to her jeans and<br />

jacket, to give them more of a denim and<br />

leather appearance.<br />

Kila Maya,<br />

Photoshop (2004)<br />

Kila is one of the characters I created in my first book, Game<br />

Character Development with Maya. This was back before Normal<br />

maps and sculpting became commonplace in the games industry<br />

meaning the model and textures were among some of the key areas<br />

to focus on.<br />

140<br />

08<br />

The final step is to apply a rim<br />

lighting layer to the materials. As this<br />

scene is shot in the sky, you want to add lots of<br />

ambient lighting, which the Rim light does<br />

perfectly. It also helps to pick out details<br />

previously lost in the shadows.

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