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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.