What’s Hidden Under the Kilt, or How We Created a Not-So-Typical 3D Character From Concept to 3D Model in Just 15 Days
Task: WWI Steampunk Stylized Giant
Deadline: 15 days
Is it even possible, one might ask? Definitely yes, if we’re talking about our team at INDOMI Studio!
Deadline: 15 days
Is it even possible, one might ask? Definitely yes, if we’re talking about our team at INDOMI Studio!
Teamwork is the Key
We quickly understood that a key factor in the success of this project is teamwork. This is why, from the very beginning, we divided the work between three 3D artists and a team lead instead of trying to work with just one artist. There was also a 2D artist working specifically on the concept of the character.
3D tasks were split among four memebers of 3D team: armor, head with hair, clothes, and weapon with accessories. The team lead was also part of the production tasks to help speed things up.
We knew there was a risk of having four different textures that wouldn’t sit well together after combining every part of the character into a single whole. That was the first minor challenge that we quickly resolved.
Here’s the trick from our team: we created customized Smart Materials in Substance Painter, and each artist used them for their part of the work. This helped us keep a cohesive visual style.
We quickly understood that a key factor in the success of this project is teamwork. This is why, from the very beginning, we divided the work between three 3D artists and a team lead instead of trying to work with just one artist. There was also a 2D artist working specifically on the concept of the character.
3D tasks were split among four memebers of 3D team: armor, head with hair, clothes, and weapon with accessories. The team lead was also part of the production tasks to help speed things up.
We knew there was a risk of having four different textures that wouldn’t sit well together after combining every part of the character into a single whole. That was the first minor challenge that we quickly resolved.
Here’s the trick from our team: we created customized Smart Materials in Substance Painter, and each artist used them for their part of the work. This helped us keep a cohesive visual style.
Our First Big Challenge
We had a 2D concept that we worked with when we realized there was something missing in our initial concept of the character. And the problem was, of course, his size, which later turned out to be much bigger than we first thought. The giant’s head was supposed to be as big as a normal-sized person! The concept we initially created was not nearly as big, so we had to adjust quickly and use references that are far bigger than we would use for a normal-sized character.
For example, we realized that his armor could not possibly consist of solid pieces of metal like we thought at first. That’s why we added seams to the armor, which helped us show the size of the giant and make him look more realistic.
We had a 2D concept that we worked with when we realized there was something missing in our initial concept of the character. And the problem was, of course, his size, which later turned out to be much bigger than we first thought. The giant’s head was supposed to be as big as a normal-sized person! The concept we initially created was not nearly as big, so we had to adjust quickly and use references that are far bigger than we would use for a normal-sized character.
For example, we realized that his armor could not possibly consist of solid pieces of metal like we thought at first. That’s why we added seams to the armor, which helped us show the size of the giant and make him look more realistic.
Adding Character to Our Model
One of the most important things we had to work on was the character of our giant. He was not supposed to look brand-new, so we had some fun making sure he was “aged”. We drew his history on the textures — all the battles he participated in, all the scars he gained — and all of it combined helped us create a unique character with personality.
One of the most important things we had to work on was the character of our giant. He was not supposed to look brand-new, so we had some fun making sure he was “aged”. We drew his history on the textures — all the battles he participated in, all the scars he gained — and all of it combined helped us create a unique character with personality.
Final Magic Touches
Since we had to piece together our Frankenstein giant from the work of four artists, we finished working on separate details a few days prior to the deadline. Then, our team lead took his time to combine all the pieces and make them all work together as planned from the very beginning. His job was to make sure all textures fit together, and then add some tiny details to the armor and face of the character as a final touch.
The final render included professional lighting, a fitting background, and a bit of smoke around the character. All of it played its part in making everything work together.
No AI was used in this work 😌
We’re attaching the final result to our post, and we’re proud to share it with you! What are your thoughts on the giant we created?
Disclaimer: this was a fan art created by INDOMI Studio for Shutterstock
Since we had to piece together our Frankenstein giant from the work of four artists, we finished working on separate details a few days prior to the deadline. Then, our team lead took his time to combine all the pieces and make them all work together as planned from the very beginning. His job was to make sure all textures fit together, and then add some tiny details to the armor and face of the character as a final touch.
The final render included professional lighting, a fitting background, and a bit of smoke around the character. All of it played its part in making everything work together.
No AI was used in this work 😌
We’re attaching the final result to our post, and we’re proud to share it with you! What are your thoughts on the giant we created?
Disclaimer: this was a fan art created by INDOMI Studio for Shutterstock