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3d art

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Artist<br />

Showcase<br />

John Hayes<br />

I am a videogame character <strong>art</strong>ist working in<br />

PlayStation 3 and Xbox 360 development. My<br />

background includes working at Capcom, Sanzaru<br />

Games, SEGA and Factor 5, where I have created<br />

characters for Iron Man, Golden Axe, Final Fight, Maximo,<br />

among others. Working on console games is exciting as I<br />

always learn new techniques and skills.<br />

Crimson Dynamo<br />

modo, Photoshop<br />

(2010)<br />

The Crimson Dynamo<br />

boss that appears in<br />

the Iron Man 2<br />

videogame, developed<br />

at SEGA for the PS3<br />

and Xbox 360. The<br />

model has fully<br />

<strong>art</strong>iculated weapons<br />

and tesla coil system, a<br />

complete cockpit<br />

interior and swappable<br />

armour plates. All<br />

modelling, UV layout,<br />

textures and rendering<br />

done in modo.<br />

03 Create the limbs<br />

With Symmetry X active, bevel out the arms and legs and scale the end polygons so that<br />

they taper. The arms should be made at about 45 degrees and the legs made to run straight<br />

down from the hips. Bevel out the top two middle polygons for forming the head. Using the<br />

Loop Slice tool, split each limb approximately in half and adjust to form knees, elbows and a<br />

rounder head shape c.<br />

c Use Loop Slice and Bevel<br />

tools to add more poly<br />

edges to the silhouettes<br />

d Once the bevels are<br />

adjusted, add edges at the<br />

foot bridge and heel, as well<br />

as the finger joints<br />

c<br />

04 Add in the feet<br />

and hands<br />

Make the wrist and ankle<br />

polygons slightly longer<br />

along the Z axis. Bevel the<br />

hand out to the fingertips,<br />

add two loop splits and<br />

bevel out a thumb at the<br />

side polygon twice. For the<br />

foot, bevel to the bottom of<br />

the heel and bevel out to the<br />

tips of the toes d.<br />

e The shoulder edges flow like<br />

a ‘cape’ from the bottom of<br />

the pectorals and then over<br />

the shoulders<br />

d<br />

The Twins Maya, modo, ZBrush, Mudbox, XSI (2008)<br />

The Twins boss characters I created for SEGA’s Golden Axe. The<br />

characters were modelled in Maya, hi-res sculpt created in ZBrush,<br />

Normal maps created in Mudbox, Ambient Occlusion in XSI,<br />

textures edited in Photoshop and modo used for UV unwrapping,<br />

texture clean-up and rendering. The character is roughly 15,000<br />

polygons with three 2,048 x 2,048 map sets.<br />

82<br />

Halloween Witch modo,<br />

Photoshop (2009)<br />

I made this character using<br />

modo’s modelling, sculpting,<br />

UV layout, 3D texture<br />

painting and rendering tools.<br />

Photoshop was used to clean<br />

up the renders, adjust the<br />

colour values and add<br />

highlights. I normally use<br />

several different 3D software<br />

packages in order complete<br />

a character, however since<br />

modo offered all the tools I<br />

needed, I used this as an<br />

opportunity to learn more<br />

about the program.<br />

e<br />

05 Round out the form<br />

Bevel the front polygons to form the face. Create a loop slice along the front arm that should<br />

flow along the pectorals and finger edges. Add another loop slice along the front leg, with<br />

the flow going around the back of the leg, over the shoulder and across the face. Add more<br />

edges around the shoulders so they form polygon loops. Repeat for the hips e.

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