Combining 2-D and 3-D techniques

Posted in Art on August 17th, 2009 by Peer
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Hi, my name is Peer. When I am not studying Media Design at the DHBW Ravensburg, I’m one of the busy artists working on Rough Sea Games’ premiere browser game. I have known the majority of the people here for years and I very much enjoy being part of this great team. This is my first blog post.

What if you wanted to create a lot of 2-D graphic assets, like for a map, which need to be very detailed and have a painterly look?

There are two ways. One is to paint; the second is to do it in 3-D and use the pre-rendered graphics. Sadly, pre-rendered objects in browser games tend to look very lifeless, sterile and, well, pre-rendered. The result is reminiscent of mid-nineties PC games.

Painted objects often carry more expression, more color, and more variation. To achieve that in a 3-D model would require a lot of small detail work. To get a highlight or a crack at exactly the location you want it to be is quite cumbersome in 3-D (it is also like shooting sparrows with cannons  if the final graphic asset won’t be very large). But painting everything while keeping a good amount of detail and coherence would be an enormous task.

Both approaches have their advantages, so why not combine them? What you are after when you need to produce dozens of objects is:

- Detail
- Coherence
- Reusability
- and of course, it needs to be done fast.

Over time you produce a huge amount of reusable assets. Those can be used in other objects to quickly add detail while maintaining a coherent style. By using the same lighting setup and materials you ensure a coherent style, even if you have to create dozens of models. Because of the similar ‘base’ for each model, it’s also very easy to split work between several artists.

Another important aspect is that, during the 3-D phase of the workflow, it’s very easy and quick to rotate, scale and retexture objects to create variations before deciding on the one you want to finalize.

Let me demonstrate my workflow with an example: Lighthouse_final
(The small lighthouse used in this post doesn’t have anything to do with our title; I did it tonight for demonstration purpose only)

1) First, you build a 3-D model while keeping in mind the camera position and scale it will have in the game. Don’t try to be too exact in the 3-D model. Everything can be quite rough and blocky. Details like surface imperfections, interesting highlights and minor details come later, in the painting stage. Very faint textures can be mapped onto the objects to create some ‘meat’ for the paintover. Don’t be too perfect with the mapping: simple boxmapping is often quite enough.

2) The first stage in painting over is to get some more variation in the shading. Because of the small scale, a very simple brush is enough. I just picked up some colors from the render and tried to get rid of perfect shading and all too straight edges. Then I painted some small details like cracks, dents and highlights. The 3-D rendered base model is a solid foundation, because the perspective and the lighting is already there. You can also experiment with blending textures of the picture to dirty up some areas.

3) The final stage is the color correction. Always do some color correction afterwards to make some areas pop, or to mute some others. I added some levels and selective color corrections with layer masks to further emphasize the lighting direction and to get some more bluish tint into the shadows. Then I selectively sharpened some areas to increase the contrast.

building_workflow
The lighthouse took me a little more than 1 1/2 hours from start to finish.

I hope you enjoyed my debut as a blogger : )

Best regards,
Peer

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New 2D/3D Workshop!

Posted in Art on August 11th, 2009 by Chris
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I have finished a new workshop (part 3 of a series) on how to map a 3D model and how to create and paint a texture for this model.BadAss Rabbit 2D/3DYou can find the workshop in the new issue of the German game developer magazine Making Games 03/09, which will be out soon.

Chris

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Famous Movie Monsters – 3

Posted in Art, Tips on May 6th, 2009 by Chris
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Here you can see Chucky the first movie monster based on a suggestion from our blog reader Mr. Boomerang:Famous Movie Monsters - MakingOfBy clicking on the image you can see a bigger version with a short Tutorial how the image was created.

Chris

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BadAss Rabbit

Posted in Art on February 16th, 2009 by Chris
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Today’s blog post is a little bit off topic.BadAss Rabbit - Character Concept Art
It is game related but not directly connected to anything we are developing here at Rough Sea Games.
I just finished writing an art workshop for the German Game Developer magazine Making Games. You should know that I write these workshops in my spare time, and they are a good opportunity to keep my hand in for styles of game-related art I don’t currently do on a daily basis. This workshop starts a new art ‘Making Of’ series in the magazine, which will show how to create low-poly 3D game characters. In Part One you will see the making of the 2D character design which a later 3D model will be based on.
By clicking the image to the right you can see a bigger version.

Chris

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Art Techniques – Part 3.2 – COLORS

Posted in Art, Tips on December 24th, 2008 by Chris
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As I have mentioned before I had to cut off the last ten minutes of video number 3. Here you can see the final part of the coloring process:


Rough Sea Games – Rocks The Boat – Color Video 03of03 from Chris Noeth on Vimeo.

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Chris Noeth – The Artist Behind the Game

Posted in Company, People on September 8th, 2008 by Chris
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Hello! I’m an artist from Germany specialized in creating entertainment art. I’ve worked as a professional artist in the game biz since 1999. I do everything from concept art, character design, environment design, storyboards, illustrations, digital paintings, thumbnails, pixel art, and screen design, to 3D-modeling, -texturing and animation.

Some of the PC games I’ve worked on so far are “Lula3D”, “Far West” and “Railroad Pioneer”. Some of the over thirty mobile games I’ve worked on as a lead artist are “Ancient Ruins”, “Space Guerrillas”, “Pirates Ahoy”, “Townsmen 2″, “Townsmen 3″, “Townsmen Racing”, “Flitzer”, “Glory of the Roman Empire”, “Funky Monkey”, “My Model Train”… and many, many more.

I also work in comics on the side. I’m the artist and co-creator of the creator-owned science fiction comic “Alpha Bettie”, which is written by former IDW-editor Dan Taylor. I work for the US publisher Papercutz with editor Jim Salicrup on new “Tales from the Crypt” comics, and my current comic project is the mini-series “It came from beneath the sea… again!” for the “Ray Harryhausen Presents” line from Bluewater Productions Inc. This is the comic sequel to the classic monster movie “It came from beneath the sea!” from 1955.

I have done twelve covers for the German novel series MADDRAX-Das Volk der Tiefe for the publisher Bastei.

I also work as an author for various game- and art-related workshops for magazines like the 3D magazine “Creative Live” and the biggest German game developer magazine “Making Games“. For many years I taught a course at the University Of Applied Sciences in Wuerzburg on 3D modeling and animation.

In April 2007 I quit my job as a lead artist on mobile games to work full time as a freelance entertainment artist in comics, illustration and games.

You can find more about me and my projects at http://www.chrisnoeth.com

Now ‘Have Fun!’ and keep your eyes peeled for the first Rough Sea Games art, coming soon… :)

- Chris

Popularity: 4% [?]

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