FROM LINEART TO REALISTIC DESIGN

OPUS ARTZ studio approach towards developing characters for MAFIA III

REALISTIC

PHOTO REF VIZDEV


STAGE 1 - ROUGH LINEART & GREYSCALE WASH (TO ESTABLISH READABILITY)

STAGE 2 - EXPLORE CONTRAST & CLOTHING MATERIALS

STAGE 3 - USE PHOTO REF & TEXTURES, TO ESTABLISH AND PAINT LIKENESS

(DRAG SLIDER TO REVEAL)

GETAWAY DRIVER


STAGE1 - PRELIMINARY SKETCH & ROUGH OUTLINE

STAGE2 - SOFT AMBIENT OCCLUSION

STAGE 3 - GENERAL LIGHTING & COLOUR PASS

VIZDEV PROCESS - BATTLEFIELD HARDLINE

3 QUARTER FRONT & BACK VIEW

Male character design holding a blade for Mafia III

STUDIO REQUIREMENTS


WHEN OFFERING CHARACTER DESIGNS, IT MIGHT SEEM OBVIOUS THAT FOR A GAME ASSET TO BE BUILT - A FRONT AND BACK VIEW IS DESIRED

FOR A ESTABLISHED CHARACTER RIG OR MINOR NPC, CONCEPTS TEND TO BE OUTSOURCED. AS SUCH A STATIC T-POSE AND LINE DESIGN MIGHT BE USED

HOWEVER,A 3/4 FRONT & BACK VIEW, WITH A SLIGHT PERSONALITY SUGGESTED MIGHT WORK BETTER (FOR EXPERIENCED 3D ARTISTS)

REALISITIC PAINTING ON 3D BASE

SCI-FI FEMALE CHARACTER


Consider a basic unclothed character rig - Some clients may have specific proportions intended

Repose and sketch clothing outlines (consider marvelous design circa 2018)

Paint in flat washes, add main lighting and side rim lighting & cast shadows (to ground the design)