Little peek behind the scenes

On February 5, 2011, in How to make games, by admin

Here a little peek behind the scenes on the formation of one of our characters for the game we are working on.

It all starts off with a concept artist working on possible body shapes:

After choosing a body-shape, we move to hashing out more details, like the face and accessories:

Once we know exactly what a character is going to look like, it’s time for a 3D modeler to build the character. Here is one of our ‘digital clay’ models:

Doesn’t he look awesome? Here a close-up shot of the details that are worked on for his face:

Now that the shape and details are the way we want them to, it’s time for some texturing. First the shades and shadows are worked on:

Next, the detailing of the colors:

 

As you can see, it is still a work in progress, but it’s really starting to look like an awesome character. Let us know what you think in the comment section below!

 

 

 

27 Responses to Little peek behind the scenes

  1. Sam Welker says:

    This is sick man! :D I can’t wait to see it!

  2. Bitomule says:

    Really nice! Good job!

  3. Marlon Bellot says:

    sweet super excited

  4. Eric E says:

    Zbrush is great for making hi detailed normal maps, great seeing you guys using it

  5. joy timmermans says:

    whats the name of the modeling software ??

  6. Mario Ruiz says:

    can’t wait to see it… but have to…

  7. v3nom says:

    Awezome!!!

    Can’t wait to play the demo, nice work guys!

  8. Juan Sifuentes says:

    I can’t wait to see the demo. Awesome work.

  9. Sten says:

    He doesn’t show alot of emtions…
    - joke, good work!

  10. Santiago says:

    Man this is really good, the game is gonna be really high poly as i can see?

  11. dumytru says:

    :O:O so cool ….
    can’t wait to play the demo ,
    i reallly hope that everything goes well !!!!!!

  12. Deygus says:

    Very Nice! What modeling program is that?

  13. Eric E says:

    The software used is ZBrush by pixelogic, and the renderer is the mermorset kit, and no the game is not going to be this high poly, would´nt be possible, they probably have a low poly mesh witch they will use in the game, with high poly baked normal maps.
    /Eric

    • KXI System says:

      Even though I have a %50 percent of what you said there, I can say I can understand it. Would you mind explaining it in detail to me? This goes for anyone who knows it.

      Even though I no longer have sights for video game development, I’m currently working towards animation. Without you guys I wouldn’t have got this huge kick start, Thanks Tornado twins!

      • Eric E says:

        Well basically they model they base mesh, a low poly mesh that will be used ingame, the base mesh doesnt have much of a detail on it so then they import it into zbrush and subdivide the mesh util they get millions of polygons, then they sculpt out ghow they want their character to be, then they overlap the base mesh with the new high poly mesh and bake the high poly mesh normals to the low poly mesh, thats called baking a normal map, and with this normal map applied in the game engine the base mesh will receive light, like the normals would do on the high poly mesh and thereby appear like it has details that doesnt really exist on the base mesh. For more information simply google “normal maps” and you´ll get a more in deph explaination.

        /hope this clear things out

        Eric E

        • KXI System says:

          Wow, thank you! Perfect and clear!
          (but probably not to those who don`t know a thing about modeling)

          I will probably add you to the list of helpful people, heck I may even figure out how to apply this to animations!

          For those who don`t speak geek:
          They model a classic 3d poly man (remember those Nintendo 64 days?), then they do a whole lot of geeky stuff and put an awesome character over the stupid one. Resulting in poly man performance with ultra awesome graphics.

          I think that a good translation :P

          ~KXI

  14. Zos says:

    Sick!!! One question though, wat is the name of the main character going to be? Or can’t you say just yet…. Really like the suit, though…

  15. jon says:

    So far so good.

  16. Faiq says:

    Great one guys…. keep up we like it…

  17. UnityUser says:

    Great Job!! I wish i understood all that, the only odeling program i have is blender, i can barely make a cube. :)

  18. owen chichester says:

    this game looks great defo going to get the demo when they release it

  19. mark says:

    this looks terrific. the only thing i can say is his face looks a little to “skinny”… id say he needs to be a little beefier in the face (but really, not by much) in order to look at all powerful. he shouldnt be fat but his face is a little too boney if you know what i mean…

  20. Josh Morris says:

    Very nice! Are you going to be using Unity’s cloth simulation for the Toga? I’ve used it for flags and banners but I’d be interested to see if it works with clothing.

  21. Nathan Anwar says:

    cool! i NEED the demo!!

  22. William Almond says:

    Looks great guys, I like making models on 3dsMax but making clothing for characters is still really difficult for me. Do you guys do this part or is it one of your hired hands? I know you said you weren’t very good at art.

  23. [...] few weeks ago, you saw how we created a game character from concept to reality. Now we want to show you some more screen shots of our character starting to come [...]

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