WildStar Wednesday: From Concept to Creature, Part Two

For the latest installment of “WildStar Wednesday”, the team at Carbine Studios continues walking us through the process of turning a concept into a 3d model, one step closer to its in-game use. Here’s a sampling:

For those just joining us in our “From Concept to Creature” posts, let me explain…no, there is too much, let me sum up. We had WildStar fans at gamescom help our Lead Concept Arist, Andy Cotnam, design a creature for WildStar. He brought that sketch back to Carbine Studios and finished it up. Read all about that process right here! Then, the sketch was handed off to Senior Character Artist, Brandon Dix to make and texture the model.

That brings us to where we are right now. Every creature in WildStar goes through many stages on its way into the game. We’re going to show those stages as Metal Maw is subjected to them. I’ll let Brandon explain what’s going on in each stage:

Step 1 – Initial geometry is created to take into zbrush (a 3D sculpting program) so we can sculpt a rough form for the body. This geo includes the anatomy of an unaltered version of the creature. (As Andy alluded to in his explanation of the concept process.) This will save time if we want an “un-techified” variant of Metal Maw in the future. That variant will share the same proportions and some of the same details.

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