This is the Character Pipeline For Games, Tutorial Series was launched a few weeks back by Warmachine. Now he shares some of their work with you. It was a pleasure to work on the project and found the character concepts and visual style quite interesting and appealing. Artist Website –paultosca.com
Warmachine Tactics Character Pipeline For Games
I will specify my own timeframes for these as everyone was allowed to pretty much work on their own pace on this project, as long as the models reach the desired level of detail, etc.
Most of the characters showcased here are warcasters, so they are more important than regular units, and I usually spent around 10-12 days on them. T0rchWould you guys explain how you got the nice renders, just BPR or…?
My renders are default BPR settings in Zbrush (for the high version) … and Maya viewport2 for the in-game shots Also someone asked me on PM how we did the chainmail on the models:
How you make the coin scale on the skirt(Asphyxious – Cryx Warcaster)?
I will post the answer here as well in case someone else might find it useful.
The credits for the workflow on chainmail go to Claudiu, he implemented it on some of the first models and then was carried over.
Here is a youtube video, some of the other artists working on the same project asked about the approach as well and I have done at the time a video that explains the main ideas ( i hope you will understand through my not so good English ) the chainmail on Extreme Kreoss is a way better example on what you can achieve with this approach
This is for Maya but most likely similar steps can be taken in max or what have you.
Warmachine Tactics Character Pipeline chainmail
Below are some rough video notes on the character workflow process used; I started early on the project and was tasked to compile some notes on the character pipeline.
I am sharing these in case they might be useful to someone starting in the business etc…
These are intended for intermediate to advanced users that already know their tools of the trade ( Maya, Zbrush, Photoshop, etc). Were did merely with the idea to keep the same approach/workflow at developing characters for this project. So think of them as bits and pieces of information, tips, and whatnot.
Also bear in mind that some of the info might be now obsolete or less useful as newer software versions have appeared that solved some of the issues we have encountered at the time.
That being said here are the links:
Warmachine Tactics – Character Pipeline – part 1 (proxy)
Warmachine Tactics – Character Pipeline – part 2 (proxy)
Warmachine Tactics – Character Pipeline – part 3 (proxy)
Warmachine Tactics – Character Pipeline – part 4 (low)
Warmachine Tactics – Character Pipeline – part 5 (projection)
Warmachine Tactics – Character Pipeline – part 6 (texture)gma
Warmachine Tactics – Character Pipeline – part 7 (texture 2)