Skara - The Blade Remains

Sun

Khärn: rebuilding a character

Having a new engine we are able right now to show more poligons and bones to every model. Although we were happy with our characters, it was worth stop for a second and redefine them as we are placing the camera closer in the gameplay. 

Now we can see the result on the game. Our new Character Lead Artist, Óscar Giménez, created this hi-res model as an exemple of how deep we could get working with the new engine.

The diffuse and normal map is taken from this hi-res model, but the number of poligons is too high, so the character is retopologized under 20.000 triangles. You can see below how the low-poly looks with the hi-res textures. 

And here is a composition of a Khärn character as will be seen in the game. 

 

Environment art: zem moorlands

Based on the concepts the environment team began to work building all the assets to create our new arena. Terrain and landscape were created with the tools provided by the engine, but the big structures needed to be built with external 3D tools. The towers, the giant sculpture and the big rock structures were modelled in hi-res, retopologized and texturized to use the normal and specular maps on the low-poly meshes. 

Further details of the map are generated with the tools provided by the engine. The river was created with flow maps, and the fire and other particle effects with shaders. 

Take a look on the captures of the environment. We are still improving details such as the skybox, the matte painting and the shaders that will make each asset look even more spectacular. 

Zem Moorlands Concept Art (3)

The last round of concepts for the Zem Moorlands Arena. Now we have all the necessary views to start modelleing the environment. The artists will now work on several views for each one of the assets, such as the giant statue or the tower with the zip line. 

Zem Moorlands Concept Art (2)

A few more concepts for our upcoming arena, Zem Moorlands. Really nice work from our artists Maki Planas and David Güell. 

 

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