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Creating a stylized character vk3/7/2024 A huge part of what we wanted to do with this project was to develop new workflows and learn new things which will come in handy (and by now already did) in later client productions. The result of these musings is what you see in the Airborn Showcase. It became the base for the founding of Airborn Studios as a game art production company and also made its way into many reference boards on way bigger productions than anticipated.įast forward a few years and we started wondering what if we spent some time with Airborn again, explored new places and characters, and used new technologies and a new engine to bring it to life. The project got quite a lot of attention at the time and even won awards. Over the years the project got more people hooked who contributed their art to various disciplines. In this lesson I will explain how to optimise Blender 2. Michal Patton has spoken about the production process behind the Cadet project, detailing the modeling and texturing pipelines and explaining how the stylized shader for the character was made in UE5. Its more than 7 hours of training Creating a gun and retopoing a piece of clothing inside Autodesk Maya Very little video editing. Whats in it The complete process of creating a stylized character from blocking out with primitive shapes up to posing inside ZBrush. Setting Up Cyberpunk Lighting in Unreal Engine 5. Creating a Stylized Character - Complete. Other influences were movies like Steamboy and Tailspin, the Keepers of the Maser comic books, and games like The Legend of Zelda: The Windwaker and Crimson Skies. Impressive Hand-Drawn Shader Set Up in Unity. Some of the biggest inspirations were Laputa – Castle in the Sky, Porco Rosso, and Studio Ghibli's movies in general. It started as a little side project by me around the ending days of the first (and last) company I have been employed by. Steffen: As already mentioned in the earlier article, the basic idea for the project has been floating around for more than 15 years now. I was also responsible for the creature modeling on the Airborn Showcase, which was an awesome opportunity for me! I also worked on projects such as Fortnite and Valorant. I've been working there for more than three years now. Victor: Bonjour! I am Victor Pancrazi, and I am a Character Artist at Airborn Studios. Tim: Hello, my name is Tim Moreels, and I'm a Lead 3D Character Artist at Airborn Studios! In the past six years, I've been working on many cool titles such as Overwatch and now Overwatch 2, Crash Bandicoot 4, Fortnite, and a handful more! And with the Airborn Showcase project, I've had the wonderful opportunity to work on the 3D model for the protagonist as well as setting up the character production alongside Steffen. On the Airborn Showcase, I shared art direction duties with Simon Kopp and did concept work. In the past, I was involved in games like Ori and the Blind Forest (Lead Artist), Spyro: Reignited Trilogy, and Crash Bandicoot 4 (Environment Concept Lead at Airborn). Johannes: Hi, I am Johannes Figlhuber and I'm an Art Director at Airborn Studios. I have been working in this industry for a good 20 years now and contributed to many games, including but not limited to Overwatch, Fortnite, Ori and the Blind Forest, and the Halo series. Steffen: Hey guys! My name is Steffen Unger and I am a 3D Character Artist and one of the founders of Airborn Studios, located in Berlin, Germany.
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