KAY/O art by Su Ke
I started by analyzing the game art and KAY/O models, and doing a rough sketch of my idea for the model. Once I had a good idea of the end goal, I started modeling. I thought about starting with a Judge model pulled directly from the game files and just texturing it, but ultimately I decided it would be more fun and good practice to model it myself. I blocked out the model in Blender, then once I was satisfied with the large shapes, I refined it in Zbrush and Blender.
Once the model was done, I unwrapped it and began the texturing process. Most of the texturing process was fairly straightforward- I applied a base color then hand-painted the details. The most interesting part of the process was animating a subtle glow effect in the tessellated triangle pattern, which I did by creating a mask in Substance, then animating the material in Blender.
Overall, I would have loved to take this project further, but being a personal project I had to call it finished at some point, and I'm overall quite pleased with the end result
KAY/O art by Su Ke
I started by analyzing the game art and KAY/O models, and doing a rough sketch of my idea for the model. Once I had a good idea of the end goal, I started modeling. I thought about starting with a Judge model pulled directly from the game files and just texturing it, but ultimately I decided it would be more fun and good practice to model it myself. I blocked out the model in Blender, then once I was satisfied with the large shapes, I refined it in Zbrush and Blender.
Once the model was done, I unwrapped it and began the texturing process. Most of the texturing process was fairly straightforward- I applied a base color then hand-painted the details. The most interesting part of the process was animating a subtle glow effect in the tessellated triangle pattern, which I did by creating a mask in Substance, then animating the material in Blender.
Overall, I would have loved to take this project further, but being a personal project I had to call it finished at some point, and I'm overall quite pleased with the end result
KAY/O art by Su Ke
I started by analyzing the game art and KAY/O models, and doing a rough sketch of my idea for the model. Once I had a good idea of the end goal, I started modeling. I thought about starting with a Judge model pulled directly from the game files and just texturing it, but ultimately I decided it would be more fun and good practice to model it myself. I blocked out the model in Blender, then once I was satisfied with the large shapes, I refined it in Zbrush and Blender.
Once the model was done, I unwrapped it and began the texturing process. Most of the texturing process was fairly straightforward- I applied a base color then hand-painted the details. The most interesting part of the process was animating a subtle glow effect in the tessellated triangle pattern, which I did by creating a mask in Substance, then animating the material in Blender.
Overall, I would have loved to take this project further, but being a personal project I had to call it finished at some point, and I'm overall quite pleased with the end result