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Developer
Flagship Studios
Publisher
Namco Bandai Games America
ESRB
RP
Genre
RPG

Hellgate: London [PC] for PC - Hellgate: London [PC] for PC Game - Hellgate: London [PC] Computer Game

Hunter class Modeling Tutorial for Hellgate: London »

Authored by Surida on 2008-01-29 06:08:43

Modeling
After my time in the production deadline, I decided to make an illustration for my own education, using some additional models I had done previously. I tried to stay as close as possible to the given references. This was started as a three-quarter angle sketch depicting the main proportions. Not having a heavily detailed sketch is good for me, since there is room to add more personal touches. I feel this pushes the artist in me to figure out visual and mechanic detailing solutions, while keeping the overall feeling unaltered.

As you can see in the picture a lot of cuts are not currently modeled, they are done with a bump map. So basically all the modeling followed this workflow, most of the detailing as you can see has been left to my imagination, which was a lot of fun! After modeling all the armor I modeled some folds in subdivision, just in those areas where they were more visible like the middle of the arms and the back of the knees.

The presentation renderings are done in mental ray. The material is a simple mental ray SSS Fast Skin material while the lighting a couple of photometric area lights and a back omni light with ‘final gather’ on.

Texture Materials
Basically when texturing, I divide the mesh up by material. That means that each material shares a unique texture sheet with very few exceptions. Every piece of mesh needs to be UVedited to achieve this. I find the use of pelt mapping very convenient for complex shapes like these. After the UVediting, I usually render a template of the UV (after subdividing the mesh at Step One) so that I have a base to paint over the diffuse texture.

The diffuse texture is a mix of photorealistic metal textures and painted rust/dirt. I used a free brushes collection made by and courtesy of Andreas Byström.

For more details Please Click Here.



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