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We provide hand-drawn character/scene modeling services, including designing and producing original artwork in many different art styles (e.g., anime style).
Our art designers create the 2D content in 3D software based on the concept. The final product is the base model and texture. The model is the mainframe of the asset, and the texture is the color and style of the frame. To produce a low model of 3D model, hand-drawn determinates the final result of the texture. 30 percent of 3D models depend on models and 70 percent on textures
The hand-drawn character production process requires attention to the following general points.
1. Complete the model (modeling)
(1) Pay attention to the rhythm of bare mold wiring and wiring laws; wiring always follows the structure.
(2) Focus on the expression of tension, model equipment structure depends on the material’s soft and hard degree of stress. Facial expression is appropriately exaggerated and relaxed, showing momentum;
(3) Blender can be used as a traditional polygon modeling.
2. UV placement
(1) Pay attention to playing straight, and ensure that the rest of the face and upper body are left for equipment, lower body, and weapons (depends on specific role analysis).
(2) Pay attention to the basic requirements of the general project UV. The UV area size from top to bottom is dense to sparse.
(3) Pay attention to try to keep UV full of the entire mapping to save resources.
(4) Pay attention to the distinction between hard and soft edges.
(5) The value of UV and mapping edge and overflow maintains 3 pixels, to avoid the black edge on the final result.
3. Mapping
Pay attention to the inherent color. Here is a tip, we can consider the overall balance of the relationship between the top and bottom of the character and the warm and cold color relationship. Firstly, we use the gradient tool in Bodypaint to the character to create a top and bottom of the gradient (vertex color). Snd then in Photoshop, we need the image menu shader adjustment menu in Maya and other software and select the optional color to set the warm and cold out.
Normal mapping. ZBrush is a common software for the normal mapping method. Normal lines are made at each point of the bumpy surface of the original object, and the RGB color channel is used to mark the direction of the normal lines, which you can interpret as a different mesh surface parallel to the original bumpy surface. It is just a smooth plane. Make a solid color map first, then add a material map on top of it.
You can also use PS to make your alpha transparencies, switch to a translucent material sphere when importing into SP, then add the OP channel, and finally drag the finished transparencies into it.
4. The main light source and volume
The main light source and volume of the character, hand-painted characters have only one main light source. Thlight source shining down at an oblique 45 degrees above the front to it as a benchmark. Clarify the top-to-bottom relationship and black and white gray relationship, while shaping the volume of the character.
Specific will be each piece of inherent color to draw his light and dark parts will have volume.
5、Details Enhance
This step is based on the large volume of good shape, to strengthen the volume and draw the character on the local structure outline. Volume enhancement can be interpreted as enhancing the contrast. Enhancing the degree of black and white gray relationship of each piece, so that it looks more three-dimensional. After processing, you can see all the contours of the character in front of you, such as patterns, metal edges, etc. Their location ratio color size is set out.
6、Detail drawing
Detail refers to the small parts or patterns on the finer volume, which contains, for example, small parts or pattern thickness, as well as the texture of metal highlights and reflections, fabric textures, muscle structure, and other characteristics of different materials refinement. This step also requires a sense of low pressure and low hardness on the entire character including color block obvious places for a soft transition. The soft transition between different color blocks also determines the picture details. Generally, we need three views of the character.
But color block transition is not always needed. In the portrayal of realistic characters, such as the refinement of the metal material, artists leave some color block appropriately to increase the quality of the texture. Also, do not forget the relationship between the top and bottom, the relationship between the front and side, the visual center, the real and imaginary changes, the control of warm and cold changes.
Classification of general game-art style and representative works.
1. Europe and America
European and American magic: World of Warcraft, Diablo, Heroes of Mordor, The Elder Scrolls, etc.
Medieval: “Ride and Kill”, “Medieval 2 Total War”, “Fortress” series
Gothic: “Alice Madness Return” “Castlevania Shadow King
Renaissance: “Age of Sail” “Era 1404″ “Assassin’s Creed 2
Western Cowboy: “Wild Wild West” “Wild West” “Raiders of the Lost Ark
Modern Europe and America: most of the war genre with realistic themes, such as “Battlefield” 3/4, “Call of Duty” 4/6/8, “GTA” series, “Watch Dogs”, “Need for Speed” series
Post-apocalyptic: “Zombie Siege” “Fallout 3″ “DAZY” “Metro 2033″ “MADMAX
Science Fiction: (subdivided into: steampunk, vacuum tube punk, cyberpunk, etc.)
a: Steampunk: “Mechanical Vertigo”, “The Order 1886″, “Alice’s Return to Madness”, “Gravity Bizarro World
b: Tube punk: “Red Alert” series, “Fallout 3″ “Metro 2033″ “BioShock” “Warhammer 40K series
c:Cyberpunk: “Halo” series, “EVE”, “Starcraft”, “Mass Effect” series, “Destiny

2. Japan
Japanese magic: “Final Fantasy” series, “Legend of Heroes” series, “Spirit of Light” “Kingdom Hearts” series, “G.I. Joe
Japanese Gothic: “Castlevania”, “Ghostbusters”, “Angel Hunters
Japanese Steampunk: Final Fantasy series, Sakura Wars
Japanese cyberpunk: “Super Robot Wars” series, Gundam-related games, “Attack of the Crustaceans”, “Xenoblade”, “Asuka Mime
Japanese modern: “King of Fighters” series, “Dead or Alive” series, “Resident Evil” series, “Alloy Gear” series, “Tekken” series, “Parasite Eve”, “Ryu
Japanese martial arts style: “Warring States Basara” series, “Ninja Dragon Sword” series
Celluloid style: “Code Breaker”, “Teacup Head”, “Monkey 4″, “Mirror’s Edge”, “No Man’s Land

3. China
Cultivation of immortality: “Ghost Valley Eight Wonders” “Taiwu E scroll
Martial arts: “The End of the World”, “A Dream of River Lake”, “The True Scripture of the Nine Evils
Three Kingdoms: “The Three Kingdoms
Western travel: “Fantasy West

4. Korea
Most of them are mixed themes, often blending European and American magic or Chinese martial arts, and adding various steampunk or cyberpunk elements to them, and the character features tend to be Japanese aesthetic. For example: “Paradise”, “StarCraft” series, etc.