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As a professional game art production company, Sheer is committed to the maximum empowerment of our clients’ games, to create an immersive game experience for players, to bring the scene in the game to life, such as grass, tree, building, mountain, bridge, and road, so that players can get a sense of immersion in the game.
The role of scenes in the game world includes: explaining the game worldview, reflecting the game art style, matching the plot development, setting the overall atmosphere, the need for human-machine interaction, etc.
Scene modeling in the game refers to creating props and scene models in the game according to concept game art drawings. Generally speaking, all inanimate objects are modeled by game scene model makers in the game, such as mountains and rivers, buildings, plants, etc.
Generally, there are 2 kinds of concept scenes.
One is the concept drawing, which may be different from the perspective or scale of the game itself, but could display the concept.
The other is the isometric drawing, which is consistent with the perspective and scale of that in the game.
Either way, it is necessary to turn the map into a consistent scene in the game by refining it.
If it is a 2D map scene, it needs to be cut, divided into the basic running layer, distant view (sky, etc.), close view (buildings, trees, etc.), large background (base map). There will be more layers divided out, adding the role of transparent layer (perspective method), add collision layer (non-walkable area) if we need the map to be more refined. Finally, we export the file in the game.
Creating scene model in the games, the artists requires a good understanding of the history of architecture, different styles of the game scene, including realistic version and Q version, the game material lighting performance. In addition, the artist should be good at observing life and accumulate various knowledge, such as knowledge of urban planning or knowledge of weapons.
Chinese scene modeling: artists need to know architecture, understand basic building laws, a brief history of Chinese architecture, appreciation of Chinese architecture, create imitation real pavilions and temples. And they are familiar with the making of halls in Chinese architecture, such as courtyard making, including facade rooms, main rooms, compartments, etc., Chinese indoor modeling in game
Western-style scene modeling: artists need to know about western-style building creation rules, a brief history of Western architecture, the production method of Western-style scenes, decal baking and simple normal effects, appreciation of Western architecture, modeling of a Western chapel, baking lighting decals, normal decals, normal effects.
Environment creation and combination of scenes: creating trees, plants, stones, and other items, making terrain and landforms.
The tips of the production process
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.
Common game art styles are classified as follows.
1. Europe and America
European and American magic fantasy: there are “World of Warcraft”, “Diablo”, “Heroes of Magic” series, “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.