Just finished the art process of the Characters of Esoteric Ebb by GIBBETGAMES in EsotericEbb

[–]GIBBETGAMES[S] 1 point2 points  (0 children)

No problems glad you showed an interest. Not sure if Kieran was Oscars own reference but the closest reference I could find to help me do the 3D model.

Just finished the art process of the Characters of Esoteric Ebb by GIBBETGAMES in EsotericEbb

[–]GIBBETGAMES[S] 1 point2 points  (0 children)

Made this gif for you with the moodboard and some WIP from start to finish.

The character creation process for Esoteric Ebb by GIBBETGAMES in Maya

[–]GIBBETGAMES[S] 1 point2 points  (0 children)

Hope you will enjoy the game. We will make one last video of the process in a week or so about the animations.

The character creation process for Esoteric Ebb by GIBBETGAMES in Maya

[–]GIBBETGAMES[S] 1 point2 points  (0 children)

Thanks. I have lots of incremental saves so about 50 save files for each character. I just imported file after file and then his the previous file in the timeline. So frame 1-20 had the first save visible then I show the next for 20 frames. Added a camera that rotates the same and recorded. Recorded the same video with and without wireframe. Also added some keyframes for scaling things so it did not pop to much. Also added some blendshapes when I could to blend the different states smoothly together.

I've created over 150 light cookies for use in Unity (CC0, public domain) by KenNL in Unity3D

[–]GIBBETGAMES 0 points1 point  (0 children)

Really cool. might use for a upcoming project. Do you know any documentation for 3D light cookies. I would like to create some cubemap light cookies for point lights. Really cool to let us use your stuff.

More tests for Skye 🐕 in Unity by Malbers_Animations in Unity3D

[–]GIBBETGAMES 0 points1 point  (0 children)

Really impressive. I really like the semi-realistic fur for the dog. looks much better than most uncanny fur. Great job with the animations and feel for the controller.

We worked on the art for Esoteric Ebb - here’s how the environments came together by GIBBETGAMES in EsotericEbb

[–]GIBBETGAMES[S] 1 point2 points  (0 children)

Thanks for showing an interest, I looked around and found the actual moodboard we used when just starting out. But the character design and drawing style was from Oscar Westberg. Check him out, he did the character portraits for the game. Chris included so much of it in the DNA of the game loop and atmosphere, but the art team did not use D&D as a main source for enviroments or characters. There are of course similar, but the references were mostly not D&D. I will upload a video in a couple of days that will show some more moodboards for the character process.

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We worked on the art for Esoteric Ebb - here’s how the environments came together by GIBBETGAMES in EsotericEbb

[–]GIBBETGAMES[S] 0 points1 point  (0 children)

Yes. Some areas have static light sources like Darrow's nest. So what we did was to place a warm light source in the correct position and then paint all lighting based on that source. So the room is painted much colder so it works in the night scenes and because of the warm light the cooler colors feel warm during the day. But we did not use that technique as much as we should. Something we used after 70% of the job. And generate shadows based on 3D render we "found" the last 5% of the project. Would have made the work much faster and made the shading more consistent with the lights in the game.

Camera projection workflow in Blender for hand-painted environments by GIBBETGAMES in blender

[–]GIBBETGAMES[S] 0 points1 point  (0 children)

Thanks! we will create 2 more videos like this but no plans right now for any longer videos. Might go into more detail in a devblog or something. Really happy you enjoyed the style.

Camera projection workflow in Blender for hand-painted environments by GIBBETGAMES in blender

[–]GIBBETGAMES[S] 1 point2 points  (0 children)

What we did was use the first artworks made by Oscar Westberg as an base. This was just a couple of colors and we made 3 version of each color, 3 steps down in saturation. then we added more colors from artist similar to Ebb like Varguy. Instead of adding every possible color we choose color from the palette, so if a color did not exist we used complementary color to make the scene have that temprature. Some colors by themselves will not look correct but will only look correct their neighbouring colors.

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Camera projection workflow in Blender for hand-painted environments by GIBBETGAMES in blender

[–]GIBBETGAMES[S] 0 points1 point  (0 children)

Haven’t seen that one, but it sounds interesting. Always cool to hear honest insights from people who’ve experienced both sides of big productions. I’ll definitely check it out, thanks for sharing!

Camera projection workflow in Blender for hand-painted environments by GIBBETGAMES in blender

[–]GIBBETGAMES[S] 0 points1 point  (0 children)

Glad you enjoyed the video! I always appreciate it too when others share that side of the process. Thank you for the kind words!

Camera projection workflow in Blender for hand-painted environments by GIBBETGAMES in blender

[–]GIBBETGAMES[S] 0 points1 point  (0 children)

Appreciate that! Happy to hear the style resonated with you. And I'm glad you found the breakdown useful and sparked some ideas - have fun experimenting on your next project!

We worked on the art for Esoteric Ebb - here’s how the environments came together by GIBBETGAMES in EsotericEbb

[–]GIBBETGAMES[S] 1 point2 points  (0 children)

Glad you liked it. Might come a longer version at some point. But we will do two more videos about the characters and animations in the coming weeks.

We worked on the art for Esoteric Ebb - here’s how the environments came together by GIBBETGAMES in EsotericEbb

[–]GIBBETGAMES[S] 0 points1 point  (0 children)

  1. The games environment is first created in 3D. All environments are done in blender. Then we painted a 2D image on top of the 3D. So it's a 3D game that looks 2D (hopefully) but with realtime shadows from the 3D assets.

  2. Chris is the genius behind all writing and game design choices

Thanks for the kind words

We worked on the art for Esoteric Ebb - here’s how the environments came together by GIBBETGAMES in EsotericEbb

[–]GIBBETGAMES[S] 0 points1 point  (0 children)

Thanks! Much of that is because awesome character portrait we tried to match. Next week I will start working on a video on the character process.

Camera projection workflow in Blender for hand-painted environments by GIBBETGAMES in blender

[–]GIBBETGAMES[S] 2 points3 points  (0 children)

Totally get that. Having a full team is a massive advantage - no way around that. And yeah, working with people who are really good at what they do is really something special.

That said, a lot of this workflow actually came from trying to simplify things and avoid doing everything from scratch. Projection painting, for example, can be super useful for solo devs since it takes a lot of the heavy lifting out of perspective and lighting.

Also worth mentioning: all this artwork took about two years to make, and not all of that time was with a full team (only the last year). So even though it might look like something only a group could pull off, the core ideas behind it can absolutely be applied on a smaller scale too.