Thursday, 27 March 2025

Real Worlds - Termis Final Model Process

 

Termis Final Modelling Process


Maya Model :


Using the orthographic and final design for the Termis , I created a simplistic block out before importing into the ZBrush program of what the initial shape of the Termis is looking like before going into ZBrush and being able to sculpt over everything to add the additional details and allow the Termis to become more organic than just a simple block out with no design or altercations in the model itself.



Sculpting

After creating the Base model inside of the Maya Program , I imported the Termis over to ZBrush to add the additional details that I was unable to create effectively inside of Maya such as the way the claws on the Termis' head are not one single block shape and are more flesh and consisting of multiple tears and cutes throughout its flesh to create higher and lower levels of the model and with the legs and shell having additional detail such as the small dents in the leg area or additional bumps in the armor plating whilst working in ZBrush was able to help towards getting the final more organic look of my Termis creature design.





Retopology

After finishing the Sculpt of my Termis , before I could texture the model to get the final design I am working towards from my sheet , I have to retopologize the entire model as once imported from the ZBrush program , I was working with 500k+ polys which I would not be able to work with so I had to retopologies to keep the detail but lose the amount of polys which in the final result I managed to go from 500k polys to only around 22k which is a massive reduction whilst keeping the details of the Termis such as the holes drilled into its legs and the claws which had the most amount of unneeded polys using up more space & before going into substance painter I had to UV Unwrap the Model to make sure texturing went along smoothly.




Texturing


Whilst texturing my Termis Model after it had been retopologised , I utilised my final design and try and replicate the colour palette that I made on my final design & in my honest opinion , I believe I have managed to replicate the style that I was going for in my model which I am glad the way its turned out.


Renders


2 Renders made with the Same lighting setting to showcase the different details created on the finalised Model.







Wednesday, 26 March 2025

Real Worlds - Thumbnailing & Development (Nameless)

 

Thumbnailing & Development ( Nameless)

Research of Faction

For our project , we were given the option of choosing between two separate factions to fight against each other from the Game DeadZone which was created by our client for this project Mantic Games.

For one of my factions to work with , I went towards the Nameless Factions which were also named the Space Bugs whilst deciding the factions. From looking at the different details on the already released different miniatures , I got the idea towards animals that would have different safety mechanisms such as hard shells protecting their more softer insides or claws or tails to protect themselves from predators such as different breeds of beetles or crustactions which seemed like a decent idea to form a different creature based of a different beetle or crustacean as the main reference.

As my main reference for what creatures I wanted to base my Termis off , I looked into beetles at first to look into there heads which would have hard claws as apart of their bodies used to defend themselves , then looked at snails & hermits to find the idea of having a shell that protects the softer insides of their body and with hermits how once they grow out of their shells they have to locate new ones and finally to blend it towards my storyline I had a rough idea at the time working towards I found myself looking for termites and how they hollowed out pieces of wood which made sense for how my tunnel system was working inside of my game idea and genre,



Mood boards

After looking into the Nameless faction that I had selected ,  I started creating different mood boards based on Husk Beetles & Stag beetles being the main priority of 2 of my mood boards then on my final one looked towards hermit crabs and snails to stay around the area that I initially talked about in the paragraph above looking at different beetle claw shapes and how they are formed to attack prey or how the snail and hermits work with their more unprotective softer underbelly whilst having such a hard protective shell that they are able to use defensively against other predators.






Initial Sketch's & Silhouettes

Starting out my initial sketch ideas for the Nameless Faction , I started with the initial Idea of the creature being on a more larger scales that would haunt the hallways of the cold lab environment I want to work towards having this terrifying sharp claws that would cut through the environment or shred through the plague buriers flesh if they got into a battle during the game and utilise these tentacles to traverse and pick up anything around the Lab.

Alongside the Larger Creature Sketch's , I created a set of Silhouettes that change the claw designs and how they would function during the game and was delivered feedback from peers about which ones they preferred.

Most Common Answer was between 12 , 16 & 17 due to their sharp nature and connecting to how I would have wanted these claws to be used and played out during the setting whilst others such as 1 , 2 & 6 seemed more as traversal claws such as the tentacles that were already occupying the creatures body,

After working on more of the larger scale for my creature , I minimised the designed and went with more of a smaller approach and staying towards a more stealthy and secretive routes that I was changing my mind around for and leaning more towards that hermit and termite route of character design which seemed to stay along during the final design process.

After designing a section of smaller creatures , I designed different shell shapes in reference to how hermit crabs would change their shapes one they outgrown them or broken apart causing their soft insides to be more exposed and easier to eat.



Colour Variations 

Whilst I already in the motion of deciding that the final colour palette for my Termis creature would stay along the lines of the original palette already decided by Mantic Games , I looked into different palettes as a back-up and to show the process from the original design as by using the Hue Shifting tool inside of Procreate I alternated the Colour palettes by selecting 4 different designs to complete different consisting of more bright tones and hues which is on a different scale on how I would want my character to interact with the underground environment and trying to stay towards its stealthy and hidden natural however having such a bright colour paletes doesn't make as much sense and wouldn't link the ideas close together so I created two more designs that were along the lines of using more greyish tones to hide the bodies better and would allow the Termis to blend in more with the Cold Lab Environment that I want to be working towards in the other half of the project I have been assigned to work on.


Orpthographic

Since I'm working on the 3D Pathway , I made an orthographic for the model that I would be choosing between my 2 separate creatures and I went towards the Termis so I created a rough idea on what the front view would look like compared to its side counterpart and utilise these parts to make the final model idea in the end product.

Finalised Design ( Before Review with Mantic Games )

3D Model Progress

This Model was made before the feedback was given by Mantic Games Client as it doesn't have the additional leg added or have its lower jaw altered yet so its mouth was able to do its function more efficiently.




Real Worlds - Thumbnailing & Development (Firefight Plague)

 

Thumbnailing & Development ( Firefight Plague)

Research of Faction

For our project this time around , we were given the option of choosing two different factions from the game Deadzone which was created by our client Mantic Games.

For one of my factions to work with , I decided upon the Plague faction. From looking into the different miniatures that Mantic Games have already released the obvious answer was the plague when it came to the organic characters of the faction , they are the zombie style of enemies however looking through the different list of characters the set I didn't see much of was different creatures as there was plenty of zombie and mechs but only 2 different creatures so I looked more in that direction compared to the usual zombie crawler.

When I wanted to look into what creature I wanted to use as my reference for my final design , I looked into different predators that are for the termite , which is what my other factions based on , so I was able to have something that linked the two different creatures together so I worked towards reptiles and how their bodies function to create my Plague Buriers.


Moodboards

After looking into how I could link my two factions together , I looked into termites predators as that was a lead reference at the time for creating my Nameless character where I created different moodboards of reptiles and frogs and how I could work that towards the Plague design due to how the plague function with having their bodies have layers and layers of muscle ripping through their skin so I looked towards different types of reptiles and how their body function to create ideas to start with.




Initial Sketch's & Silhouettes

Starting out my Initial Sketch Ideas for the Plague Faction , I started off with more smaller and versatile weapon designs as I was looking into having the amphibian being morphed And mutated that the weapon would be broken and piercing through the skin however whilst designing my lizards body , I tried implementing this idea however it didn't function as efficiently as I wanted it too so I scrapped the idea.

Working on Face Silhouettes , I designed a set of faces whilst working on other ideas besides working with a lizard body so I created different head sculpted for different situations such as more grotesque and oddly formed faces for a more humanoid idea if the amphibian design was altered later down the line due to it not fitting the original design idea.

Then worked towards my actual design elements of my characters with staying to the lizard design idea that I originally started with and worked towards creating similar body shapes for the base of the lizard however alternating the bone structure that would be protruding out of the body in different shapes and angles around the body and how it would affect the lizards base body such as in one design having its front claw occupied by the broken bone structure that has ripped through the creatures body making it harder for the creature to function and to round off the different designs I sketched a couple frog designs to see the difference as these frogs could utilise the tunnels that the Termis would crawl around through and still have the bone structure protruding out of its body in smaller amounts compared to the lizard.









Colour Variations 

Whilst looking into the different species in the plague faction & considering the feedback I recieved based on my creature and how the different species react to the environments around them change their skin tones so I worked towards that style of art with some of the colour palettes staying close together in their hues and tone whilst some of my colour variations worked on more randomised colours that wont blend together and make the creature stand out more if it was in a crowded hallway however some tones seemed too bright to work with the style of game I was looking towards.

Whilst the original idea I had whilst looking at the dead zone characters of the plague faction I believed that the features on the body represented Ice after feedback they were actually bone structures , so looking back after receiving my feedback for my different faction characters the shards coming out of the body being such a vibrant colour wouldn't make more sense now unless it was soaked in another characters blood and its stained the Plague Buriers body and it was become unwashable due to the cold lab environment that the creature was made to defend inside.





Orthographic

With being on the 3D Pathway , I had to create an orthographic for my creature so I created a orthographic side view utilising a variation of different hues of greys however I wouldn't focus on making a front view due to the plague creature not being the one modelled.


Finalised Design ( Before Review with Mantic Games )











Real Worlds - Finalised Designs & Feedback from Client

 

Finalised Designs & Feedback from Client


Nameless

Original Design

Here is the original design that had no changes yet due to not having any input or received any feedback yet from our clients Mantic Games who's meeting was slowly approaching during this time.






Design after Feedback

This design was then created after the feedback from our meeting with the client Mantic Games who gave my feedback for my Termis character was to create an additional leg to even the space between the legs or shift the positions and rotate the positions of the legs if I was considering staying on the route of keeping 2 legs which in the final product I need not. 

The second piece of feedback was looking into how the claw mechanic would work in a more practical sense whilst the original design would cause the claws to clash with the main body and would not work with the original intention of slithering around the tunnels inside throughout the labs environment so I selected only the lower jaw and lowered it down slightly as that was the only claw that I was given in the feedback to alter which in the end gave the Termis more room to claw into different tunnel routes and explore the abandoned lab towards the point.



Backstory of the Termis

After being casted out of the Lab that they originally roamed throughout due to the number of passages that were created due to their claws protecting their eyes however now they have been outcasted ,  they want to investigate what these “creators” are now using broken technology for and how these Buriers are able to detect them through tunnels and discover their plans without making subtle movement

Log 810

THESE THINGS KEEP COMING BACK. 

These Termis beings seem to have sabotaged another powerline causing another break out , this has been happening once every few days now. 

The other scientists have gathered around telling stories around these pests as according to these logs documenting every experiment , the Termis was the first life made in this laboratory so why cant we remember their existence. Once nightfall's that seems to be when they attack, the sounds are coming through the walls u can hear them tunnelling through all the safety nets around the laboratory to stop them from interfering, it seems that once segmented they are finally killed however in the years we have been here only 3 have been found dead there must be hundreds maybe thousands living in the walls.

Notes on the Termis

- Body may seem like a gelatinous substance however dissection is not an option
- Sounds coming from inside the walls , are they digging through
- Noted to have 2 small teeth on the inside of its claws , maybe to digest or break down debris in its path
- A strange singilar eyeball , no eyesocket?
- Hard shell on its back supporting inside

Firefight Plague

Original Design

Here is the original design that had no changes yet due to not having any input or received any feedback yet from our clients Mantic Games who's meeting was slowly approaching during this time.



Design after Client Feedback

This design is the aftermath of receiving the feedback from the clients of this project which is Mantic Games for my Plague Buriers and what is needed to be altered for the final production of these characters.

The first set of feedback talks into how the plague themselves are created and how the different characters in the plague faction come to be as after discussing about the plague buriers , Mantic Games showed me one of the miniatures from the plague faction called the Plague Aberration which is created due to the constant layers of muscle bursting through the body and layering overtop of each other and due to this cycle causes these creatures to be made so made one point of my feedback is too incorporate this idea with the Burier's by removing sections of their bodies and replacing it with flesh and muscles beginning to rip through the body which can link back to their backstories on how the Buriers was a rushed experiment from the scientists to stop the Termis from infiltrating the lab.

The second set of feedback consists of a colour palette change as originally whilst working on the Plague Buriers , I considered these shards protruding outside of the creatures bodies were seeming to be ice or a frozen type of object however after explaining this to Mantic Games , I was corrected on how these pieces were actually of a bone material which was the last piece of feedback required to switch which was more simple than I thought which I considered a good standing point for this project.

Backstory of the Plague Buriers

Created by a legion of scientists that were destroyed and broken mentally causing unstable creations which forced Plague Buriers to be formed as a line of defence towards the Termis as they utilise  their tough exteriors to create a barrier to guard the experiments as the Termis were once an allied force alongside the scientist however the longer they were forced to created more unstable the experiments and sacrifice pieces of their own body to design these “creatures” now have their memories rearranged and shattered unable to figure out where they belong.

Log 82

Our old Termis log has been outcasted, no one in our facility's remember where these creatures came from however they seem to remember each inner working of this facility. Since the latest experiment , we have had to sacrifice another patients skeleton to form this guard for our safety however the structure of the creature is unusual with its skeleton breaking off ripping through its body , we have been coordinated to stay locked inside whilst these Buriers as someone referred to them are out scouting the hallways whilst they seem to be protecting us , they seem unstable with their skin cutting our hands whilst we experimented on these beings whilst their insides are breaking out into smaller patch's could this be caused by the victim we used??

Plague Burier Research

-Skeleton Structure broken through the body , utilised as defence mechanism
- Soft tissue ripping through the body , seems to be overlapping
- Seems to notice the sounds through the walls , can it sense it through the ground?

Signed Doctor I


Monday, 24 March 2025

Real Worlds - Review with Mantic Games Client

 

Review with Mantic Game Client


On Thursday 13th of March , If you had a high enough attendance , you were given a review with our client of this project 'Mantic Games' and recieve feedback on the designs that we have create for our Factions.

The Pitch I created for the Review











Rundown of Review

During the Review , I started of with the Base idea for the game between the 2 different factions , discussing the designs and thumbnails I went with for the 2 factions and talks about the backstory of my Creatures and their backstories which was difficult to try and explain in detail whilst sticking towards the 10 minute time limit we were given

Feedback for each Character Design

After I showcased my idea , I was given feedback after answering different questions given to me by the client for what should be altered on my Creature Designs.

Space Bugs :

- With how the claw mechanic functioned , lower the bottom claw to make the mechanic of how the creature would claw into the walls and surrounds make more of a practical sense.

- Either Add an additional set of legs or rotate and shift the legs so they are closer together.

FireFight Plague

- The Plague Skin Tone is different based on Environment and What U believed was Ice is Bones so change the ice texture to more of a bone colour scheme

- The Plague has the Muscles tearing through the skin which doesn't seem to be as noticeable here in the design , alter so it has exposed muscle tissue exposed.

After taking this feedback , I will work towards them and compare them to my orginal final designs! The Meeting was actually a really nice addition and helped me figure out certain pieces of the work I was a little unsure with.

Sunday, 2 March 2025

3D Toolkit - Character Design

 

Character Design

Moodboards

Before creating any designs , I started off writing down notes of what style of character I was looking to create by the end of this project as I learned from my last model and design to simpilfy the design down and create elements that aren't complicated for my skill level.

Environment for my character

- Lives in the Forest
- Lives in the Ocean
- Lives in the Desert
- Living Underground

After deciding on the idea based around living in the ocean , I started by creating two separate moodboards based on what types of creatures that lived down on the ocean floor and another relating to coral as for my characters design I wanted to have coral become a centre piece for my design.

Based on Sea Creatures such as Crabs and Hermits



Coral Moodboard



Sketch Ideas

When it came to designing this character , I created some initial sketch's based on how I wanted the ears and head shape to form since I was looking into one of my artists pieces as a way to replicate that style of work so i started with abnormal eye shapes and worked with different horn designs which I wanted to created to replicate coral when it came to modelling. 

After these initial head sketchs , I added some addtional body sketchs to roughen out the design of my Coral Character



Lineart Phase

After figuring out my characters design , I started creating the final line art before creating the colour palette I wanted to use for the characters design.

Before Feedback



After Feedback





Character Iterations

For My Character Iterations , I used different colour palettes and sent them off to gain feedback and common feedback that I received was based on with the horn staying one colour at least someone where on the body replicates that colour at the same time however the base body colour does not suit the the minimal clothing that the character was wearing which I later adjusted to the characters final.




Character Final

After Working on the final piece , I used a set of different blues and a dull red to create the intricate pieces that made up the characters body and how the character is quite minimalistic and has little clothing but has multiple pieces of flesh making up their body and due to the different segments , I implemented the Idea of the character only having one usual arm as if the left arm was ripped off during a confrontation of some sort.

Character Design after Feedback

Before creating this character and starting the sculpting process inside of ZBrush , I was given some feedback based on the Character design and what could have been improved which I taken into considered during my final design which changing the cloths design adding an additional section and including a new claw as the hand instead of the initial gap.                   


Character Horn Tests

Before confirming my finalised design , I looked into alternating the different horns to test to see if any other horn designs suited my character better however I ended up staying with the original design choice of the horns.





Character Reference Sheet                    

This is my reference sheet that will be utilsed during the creation process of my finalised character design ready for the submission on May 18th.                                              





Toolkit - All Links to Blogs

  All links to blogs 2D Toolkit https://louieaskewgamesart.blogspot.com/2025/05/2d-toolkit-character-team-member-sketch_16.html https://loui...