Research on Artists for Coral Character Design
Artist Research - Cory Strader (Subnautica) & Jaaziah Chan (Art Station)
Cory Strader :
Looking into Cory Strader who is a Art Director who has worked primarily on the Subnautica series, when it comes to designing the sea creatures in the games series they are working to a realistic standard how some real fishes to work with when it comes down to texturing and how their bodies are structed however when it comes to newer fishes they have more freedom when it comes down to how the body structure is textured and made up with how the image example showcases the fishes skin to be rough with jagged edges whilst in the water and using dull colours for the creatures body and different features whilst using a lighter red for the inside of the creatures mouth and the layers of teeth being able to be seen compared to the smaller lighter creature.
Cory Straders art style whilst working towards a cartoon style aspect with some of the creatures inside of the subnautica franchise from looking at the sand shark, as whilst in the concept phase it showcases the two different tones interpreted by subnautica due to the two separate styles of creature whilst having this colour palette difference of the smaller creature being more vibrant and being noticeable whilst swimming around in the ocean. Compared to the sand shark whilst having a colour palette that is not harsh on the eyes , it continues the creepy nature with the dull body tones of the uses of greys and feint blue accents whilst the underbelly of the creature is mainly a feint red tone which may not be as noticeable in the ocean due to the absence of light sources which works perfectly in hand with this sand sharks concept.
Concept Art of Sand Shark created by Cory Strader via Artstation
In-game view of Sand Shark Concept
Here is the sand shark model that has been implemented within the game which showcases the difference between a piece of concept and finalised design can differ. Whilst the model was not created by Cory Strader , its a good showcase example on how the pipeline in the games industry is able to transfer the concept over to the finalised model effectively.
Jaaziah Chan :
Jaaziah Chan is a 3D Art Lead based in Singapore who is working at Paradoxum Games.
Jaaziah mainly specialises in 3D modelling with their art station portfolio containing mainly of their personal work working with human designs , environments and different creatures. Whilst Jaaziah's artstyle is realistic with how the textures on the face of his ocean warrior character are more rough and having no cartoon aspects along with the model.
Looking at Jaaziah Chan's art style and process when it came to designing this sea style creature which I wanted to take inspiration from with my characters design as it seems when it comes to bringing the character in the sense of ZBrush after creating a rough sculpt , before adding the clothes work to create the separate fins and thinner pieces on the body such as the grooves on the left arm with the deeper cuts into the body or creating fins on the legs and creating sections of thinner skin along the head which I'm going to use these types of skills when it comes to designing my character.
Model created by Jaaziah Chan
Research into different Creative Industry's Roles
With the creative industry , there are a huge variety of different jobs that are offered out at different levels for anyone with different skill sets with plenty of tasks that would be needed to be taken.
All of these jobs can be completely different such as roles working more towards the 2D side of the industry working with different concept artists and texture artists who want to stay primarily in the 2D side of the industry as that what their best efforts are placed into or into working into the more technical side and working on the different VFXs inside of a project or working on the programming , the entire creative industry is offering such a wide variety of roles from small individuals jobs to working in an office setting whilst all these different roles co-exist they all retain the same focus of finishing the project.
When I looked into the Creative Industry , I looked into different processes could possibly be the same and I looked into when both of the industry's how to start out they have to start with a base idea of where something would need to be placed and scale such as the models in 3D need to have their sizes in proportion so nothing in later testing breaks and inside of VFX have the settings be corrected and scale across a certain area so the shot is corrected and nothing is displayed incorrect such as working towards lighting and making sure there are no shadows being left behind and whilst working towards being a modelling artist in the 3D industry , you also work towards the 3D pipeline side of working with the VFX artists as most of the lighting and materials are placed onto their models so it would have to make sure the model is tested effectively and the model doesn't break once the character is rigged and moveable and be sure that the light would track around the body of the person.
Whilst being a games student , learning and researching about these different roles inside of the games industry and how they are able to link together can be quite beneficial to us and be helpful for anyone during this courses time span still trying to figure out what types of jobs they want to work towards.
Development Plan for a 3D Character :
Prompt
|
Mood boards / Mind maps
|
Initial Sketch's
|
Development Sketch's
|
Finalised Designs
|
Low Poly Modelling
|
High Poly Modelling
|
Rigging
|
Sculpting
|
Texturing
|
Final Renders
|
Testing
References
Screenskills, Careers in games [online] Screen Skills. Available at : https://www.screenskills.com/job-profiles/browse/games/ [Accessed 3 March 2025]
Cory Strader, Artstation.com. Available at :https://www.artstation.com/corystrader [Accessed 3 March 2025]
Jaaziah Chan, Artstation.com. Available at : https://www.artstation.com/jaaziar [Accessed 3 March 2025]



No comments:
Post a Comment