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Elliot

This is a one-week art test that I completed for Third Pie Studios, an Indie Start-Up. For this test, I needed to A.) learn how to model and sculpt in Blender, B.) Create a 3D character based on the 2D concept, and C.) Assess and change the character as I saw fit. Third Pie Studios ended up taking me on as their 3D Character Artist. More work to come as we move closer to our kick-starter.
Concept art by the talented Ashley Rivardo, View her work here: https://ashley-rivardo.com/
View Third Pie Studios here: https://www.thirdpiestudios.com/ !

So, in order to start this project, I needed to learn how to
model and sculpt in Blender. To do this, I created a basic
anatomically correct, low-poly character which I used as
the base mesh for the character

So, in order to start this project, I needed to learn how to
model and sculpt in Blender. To do this, I created a basic
anatomically correct, low-poly character which I used as
the base mesh for the character

After blocking out the basic shapes outlined in the
reference image, I began to breakdown the shape
language needed for the, “rugged lumberjack, who is
joyously laboring away to provide for his new town” (Game Designer).

After blocking out the basic shapes outlined in the
reference image, I began to breakdown the shape
language needed for the, “rugged lumberjack, who is
joyously laboring away to provide for his new town” (Game Designer).

The concept art for the character had primarily triangular
shape language. Triangles are perceived as unstable and
chaotic to players. I felt like this wasn't the most effective
way to portray a happy, stable, meaty boi.

The concept art for the character had primarily triangular
shape language. Triangles are perceived as unstable and
chaotic to players. I felt like this wasn't the most effective
way to portray a happy, stable, meaty boi.

So, to combat this, while still trying to stick to the concept
as much as possible, I combined the already existing
triangles with rectangles (for stability and chunky
lumberjack vibes) and soft curves (for playfulness and
approachability).

So, to combat this, while still trying to stick to the concept
as much as possible, I combined the already existing
triangles with rectangles (for stability and chunky
lumberjack vibes) and soft curves (for playfulness and
approachability).

The Art Director had asked that the sculpt emulate a similar style to that of W.O.W. To achieve that look, took the proportions given to me by the
character concept art and used planes to create more simple
shapes.

The Art Director had asked that the sculpt emulate a similar style to that of W.O.W. To achieve that look, took the proportions given to me by the
character concept art and used planes to create more simple
shapes.

The Game Designer had mentioned that the game would primarily be in Isometric view, so these renders were especially important for their understanding of the character.

The Game Designer had mentioned that the game would primarily be in Isometric view, so these renders were especially important for their understanding of the character.