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Artists Comparison

 Artists Comparison


Paige Carter - Supergiant games





Paige has worked on a few games titles and works in the games and merchandising sectors as a character artist. Her biggest role so far (on her Artstation anyway) is her contribution to Hades (2020) by Supergiant Games, Carter was responsible for modelling, texturing, rigging and in some cases animating every 3D character/ mob and prop within the game, she was also responsible for all of Zagreus' weapon 3D models.

To go over her process outlined in the Supergiant Games YouTube video, she starts off in Zbrush using a base mesh of another character with the appropriate features of the gender she's representing and then modifying and creating a relatively detailed block out with the portrait art from Jen Zee -the lead artist at Supergiant- overlayed on the model to ensure she captures the likeness of that character. 

Zbrush block out with overlay
Once the block out is in, the model is then taken over to maya where it is retopologized and then UV mapped. After that the model is taken into substance painter to be textured. Once she has it in Substance she turns off the lighting and uses the characters skin tone as the base colour of the model and then bakes in 3 different texture maps those being, ambient occlusion, a curvature map and a thickness map, with that complete they move onto the colour blocking.
 

Model with textures in Substance 
From what I can see in the layers channel box she splits the colour blocks so they are easier to adjust as well as being non destructive to the other colours, much like 2d digital artists. To finally achieve the complete look of the game she then had to hand paint in all of the linework details and the final pass of the shadows and highlights to match the look of Jen's character sheets.




Morgane Perrin - Sloclap

There wasn't much information for me to find on Perrin's processes however I believe I could work it out based on the software used in the creation of her character models on Artstation. The software noted are Zbrush 3ds Max, Substance Painter, and Unreal engine 4 at the time based on the release date. From this shortlist of software I believe the order went ;3ds max, to make a low poly version of the character, then Zbrush to increase the polycount and to sculpt any other details, I assume they would then take the high poly version and bake it onto the lower poly 3ds max version as a high detail map. After that I believe they would've created UVW maps. Once this is complete they would then take this into Substance to be textured from there it would go to unreal engine where it would then be composited into a shot, lit and rendered, this could've also been done in 3ds max as it is also used to animate and render scenes generally.


Overall their processes are fairly similar. The biggest difference comes down to what they render in and what they use to bake and UV Maya and 3ds max respectively, although both of those software are Autodesk products they do ultimately serve different purposes. Other than that they both texture in substance and then export it elsewhere to put it over the model as do the majority of other games companies and then they take it to their render software to see how it looks in the scene








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