Artists Inspiration

Witcher 3 3D artist 

 

Fallout 4 concept art

This concept art was created by Ilya Nazarov who has created many concept art pieces for Bethesda and the Fallout franchise in general. Mr Nazarov started his work for Bethesda in 2011 as a Senior concept artist and has worked since then to create concept art for fallout 3 and fallout 4 he has also done work for Shadows of Mordor and lord of the ring games. The artwork shows a post-apocalyptic farm. The concept artist added the protectron robot for the scale to help imagine how tall the structures and trees are next to a human-sized object. The artist decided to make the for ground in light, warm colors like red, pink and yellows, the background sky was mad in really dark blacks and grays which make all the rusty structure stand out and making the whole piece quite contrasting. Looking at this art piece I can see that Ilya has used the rule of thirds in his work, the tall structure is not placed in the middle but in the right side where the grid points meet. This can also be seen with the protectron robot in the field. Using this technique make the piece more interesting to look at as the eye is encouraged to move around the art taking in information as it moves along noticing the most of the details. This piece had a big impact on the game as there are many of similar farms following this concept art in terms of prop placement and overall layout of the map. Colors used in this artwork also went into so of the prop textures like buildings and robots.

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Other 3D Modeling Work

Zbrush succumb witcher 3 concept

 

 

Sculptris Model of haunter  (high poly)

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MOBA College Game Project 

Moodboard 

Before making any models or drawings I created a mood board to understand what I am aiming in terms of look and how they will feel in the game.

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Werewolf

To create the werewolf I had to find references to human and wolf anatomy to create the half man half animal creature. For this model, I looked at the different muscles in detail to get the most realistic looking human body.

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Head

The head was made in Sculptris using brushes like the grab to pull out the ears and fur at the sides and also for the eyebrows. Any fine details were created with brushes like smooth crease and inflate.

 

 

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Body

After the head was made I set on making the body of the werewolf, to do this I used the grab brush and started to give it some thickens and detail to the body.

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Lava Dragon

To start off I drew a few different dragons and chose the one which would work in the game and wouldn’t have a high topology.

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Head

To create this model I have used Sculptris to get a nicely formed really detailed dragon head that could then be exported as an OBJ file and imported into Mudbox to lower poly count.

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After

 

 

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Wings

I decided to make the wings separate and retopolagise the in mud box just like the head and in the end, attach them to the body and head.

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dragon body

When the body, head and the wings were stitched up the overall mesh had about 2000 polygons overall.

Texturing and UV Mapping 

I decided to use fire texture for one dragon and water textures for the other.

 

 

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Animation

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When rigging the dragon I encountered some problems where the transformers would separate from the rig when keyed. I also had problems with IKhandles where the constraints added didn’t work at all at times.

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Stone Golem

After creating the mood board for the golem I drew few heads and slowest to understand the stone structure and how the overall product might look like I have also considered different textures that the golem could have like gems and ice.

 

 

Head

To create the head of the golem I started making a base shape in Maya and the transferred it to Mudbox to give it more details when subdividing. To lower the poly count I retopologised the mesh to keep the details on the stone monsters face I used curves to outline which bits I would like to trans-fare to the low poly version.

Before

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After

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Final Look

When all the assets where created I then proceeded to stitch them together into one final piece. The overall model ended up with 2600 polygons as a whole, further details I decided to add a normal map made in Photoshop or MudBox.

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Texturing and UV

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Animation

Before I animated the character I looked at the walk cycle I also had to paint in the skin weights.

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Textures

As this is a rock Golem I looked at different types of rock and stone structures and textures to see what would work the best.

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Skyrim Daedric Sword (low poly for game)

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Wooden Create

To create this I started with a basic cube and reinforced all of the edges by beveling them I have also put extra lines in the middle of the box to keep its shape.

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I found a wooden create sprite on google and duplicated the image in Photoshop to fit all the squares in the UV for a normal texture. I then created a normal map to give the box a natural wooden look to it.

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Overall look

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Alien Head

For this, I had to transfer all the detail from the high res model on to the low res using a normal map made I Maya.

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Alien Body

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Fallout 4 Concept Loading Screen

Fallout 4 loading screen concept project 

Scene Render With no Textures

For this render scene, I used two directional lights and one area light. To render the whole scene out I used the Arnold render that comes with Maya.

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Test Scene Render With Textures

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Comics

 

Nuka Cherry, Nuka Quantum, and Nuka Cola.

For this scene, I wanted to display the 3 different Nuka Cola varients making a reference to the Nuka world

 

Final product

When creating this project I looked at the original Fallout Loading screen

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Collectors Vault Fallout

Scene 2 The Traveler’s Vault Fallout

The whole scene is really dark as the vault has limited power source. The Darkroom makes all the objects with emission maps stand out creating a contrast.

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Scene 2 Moodboards

This vault belonged to a collector that has traveled through the different part of the wasteland collecting items from each part of America. Before I started creating assets for this project I wanted to find some references for the models that would be made this helped me visualize what object I could put inside the vault. The first thing I thought of was magazines, as this is a collectors vault it was the most obvious thing that would be found inside it. Fallout 4 has many different collectible items like magazines, bobbleheads or even guns so right from the start I knew I would have to include these object in the scene.

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I didn’t just want to use the magazine covers that already exist so I created one of my own. At the time of making this comic Fallout 76 was announced so I decided to create a magazine that would go with the game, a magazine that would be published by the vault itself it would celebrate 300 years since the bombing and the release of vault population into the wast land.

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Vault Poster

when it came to the posters I wanted to include some of the fractions from all the different games like the NCR from Fallout New Vegas or The Institute from Fallout 4 there is also the Brotherhood of Steel which could be found in Fallout New Vegas Fallout 3 or even 4. I also decided to add some posters made by me for the game Fallout 76.

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Vault boy Bobbleheads

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