Since the majority of the assets were organic, I had to find creative ways to retopologize. The lantern was the only asset where I reused the base mesh as low poly for baking. I modelled the base mesh for assets like the hat, the saddle lantern, and the canteen in Maya using hard-surface modelling techniques. The software workflow I used for this project was Blender-Substance 3D Painter-Marmoset Toolbag. Two such devices are called the “Lightening Conductor” and the “Day Vision Goggles”. To adapt better to this new world, Mercury builds a series of devices. On his preliminary explorations, he gathers that the atmosphere on the surface is un-ionized and filled with the brightness of daylight unlike the ones in his world. On one of his expeditions, he accidentally discovers a world outside of his own and calls it ‘The Surface’. The narrative of Mercury follows him, an explorer and inventor, who resides in a world within the realm of the clouds. I conceptualized a character called Mercury with a series of artifacts fitting a steampunk theme. Project Mercury was something I created for my first trimester in the MA Game Art program. One such key project, my first attempt at character and game asset development, is called Mercury. They introduced me to several software tools, like Blender, Maya, ZBrush, Substance 3D Painter, Marmoset Toolbag, and Unreal Engine, and helped me understand industry-standard software workflows, game assets, character, and creature creation pipelines. Working on my university projects has been a steep learning curve for me. My background and experience immensely helped me in learning and acquiring the necessary skills required for game asset development. My experience with design, love for art, and passion for games led me through this journey of true self-discovery. So I decided to give game art a fair shot. Seeing the result of the effort of artists that went into the making of the games inspired my curiosity to learn. ![]() Creating fantasy worlds and designing fictional characters gave me a sense of fulfillment. Ever since I was little, art and colors have come naturally to me. I have been practicing traditional art almost all my life with mediums like oil on canvas, watercolor, charcoal, oil pastels graphite, etc. All the constraints factoring into the creation of tangible objects felt restrictive.Īrt has always been my one true love. Although engineering introduced me to the field of 3D, which I am immensely grateful for I believe it lacked the essence of creative freedom. I have a bachelor’s degree in Mechanical Engineering and four years of experience as a product designer in India. ![]() I received my master’s degree in Game Art from Sheffield Hallam University. I like creating game-ready characters, creatures, and props that further the narrative, weaving together a tale of visual storytelling. Hello! My name is Adarsh, I am a Character and Prop Artist from the UK.
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