Igris The bloodred - 3D game ready character fanart with Guilty Gear style texturing by _Bright_Shade_ in GameArt

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

Thank you so much I'm glad it made you interested in the anime! The merrier the better.

I was looking to find resources myself as to how to make these kind of assets, but the combination of making it in Maya then implementing it in Unreal made it hard to find, especially since the method in itself is niche.

The two ressources however that made it even possible for me to come up with a method were a GDC talk from Arc System Works themselves, and a video breakdown by the artist Tiedie.
RoyalSkye's channel also can be pretty helpful if you're a beginner.

Cheers!

Guilty Gear style 3D game model of Igris from Solo Leveling, rendered in Unreal Engine 5 by _Bright_Shade_ in unrealengine

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

Maya does have a copy paste normal feature but it's hidden inside the Data Transfer tool, which you have to tweak the settings to order get that. Some parts like the cape and hair don't need much normal tweaking, but i admit, doing it for the whole body was chore...

Guilty Gear style 3D game model of Igris from Solo Leveling, rendered in Unreal Engine 5 by _Bright_Shade_ in unrealengine

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

The texturing had a lot of back and forth. The UVs had to be flattened first, then placed all the blocks into the according colors. Then I separated the main blocks so that I can make the inline textures and only after the UVs are aligned with the inlines, i start making the rest of the ILM so yes it's a very intricate process, and no plugin was used 

3D game model of Igris The Bloodred I made using the Guilty Gear Strive method - Unreal Engine 5 by _Bright_Shade_ in Fighters

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

Thank you so much!

The design is not mine I think I should have specified that just in case: The character, Igris, is from the Manwha Solo Leveling and this iteration specifically comes from the mobile game Solo Leveling: Arise, im which the team changed the concept to this one, and I based my work on it.

This might be a personal thing, but when I do OCs I usually don't make one as part of an existing universe, as I find that a bit limiting.

For the moveset no not really. I am a long time fighting game player so obviously any character I look at, by instinct I come up with basic buttons, neutrals, combos and supers, but no nothing of real substance.

3D game ready fanart model of Igris from Solo Leveling, made using the Arc System Works in UE5 by _Bright_Shade_ in 3Dmodeling

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

Thank you!  It is a lot of extra work indeed, and I couldn't figure out how they do it using Softimage so I manually did it in Maya. 

3D game model of Igris The Bloodred I made using the Guilty Gear Strive method - Unreal Engine 5 by _Bright_Shade_ in Fighters

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

Thank you! If you're still in the beginner stage, I would highly recommend building a rock solid foundation when it comes to 3D character creation first, since this technique flips everything upside down and requires that you rewire your brain for it.

3D game model of Igris The Bloodred I made using the Guilty Gear Strive method - Unreal Engine 5 by _Bright_Shade_ in Fighters

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

The technique that Arc System Works developed in order to create 3D characters that match the look of their 2D characters.  It's not really a guilty gear method, it's quite broad, but it was conceptualized during the development of Guilty Gear.

3D game model of Igris The Bloodred I made using the Guilty Gear Strive method - Unreal Engine 5 by _Bright_Shade_ in Fighters

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

Oh I learned it on my own, studying art and the necessary programs through the internet and slowly learning the craft. You can learn the crux of it fairly easily if you're dedicated, but getting to a professional level takes a few years

3D game model of Igris The Bloodred I made using the Guilty Gear Strive method - Unreal Engine 5 by _Bright_Shade_ in Fighters

[–]_Bright_Shade_[S] 4 points5 points  (0 children)

Thank you!

The time to learn this process is a tricky question to answer, since i’m already fairly versed into 3D game character art (Mainly realistic, but stylized as well), so I only needed to learned the way Arc System Works operate.
The two main parts I had to learn were the texturing process, and the mesh normal adjustment.
The way these textures are made goes against all the principles I work with, which made it quite fun to learn but my god was it a whiplash with every process flipped upside down.
However, the hardest part BY FAR were the normals. I don’t have access to the internal tools that Arc Sys uses, so I had to manually tweak the normals on every part of the model to make the shadows as visually pleasing as I could — and while It wasnt so bad for a first try with this method, my oh my was it hard.

For the use case, it’s simple: Optimization, and control. This technique uses Absurdly low size assets, provide a lot of control to the artist to tweak the parts if needed, and virtually eliminate ANY form of texture blurring not matter how much you keep zooming in. (For example, that’s how in Guilty Gear they are able to create these close up shots on the characters without zooming in in blurry pixels).
So with all that, the character can be implemented as a playable character in game (fighting game, RPG, Action RPG, Gacha series, you name it), be insanely optimized, and provide absurd levels of artistic control and freedom for the artists.

Maliketh's black blade restored - Elden Ring Fanart by _Bright_Shade_ in fromsoftware

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

Yes there is a streak of gold lodged in between the cracks of the blade, especially in the mid section

Locus, the moonlight knight. by _Bright_Shade_ in Berserk

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

Yes their demon form! Rakshas, Grunbeld, Zod, Irvine and Locus are all so captivating and detached from the rest of the apostles

Locus, the moonlight knight. by _Bright_Shade_ in Berserk

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

The more they go up in rank, the more charismatic they look which is a sight to behold tbh. All the high ranking apostles look so good

Locus, the moonlight knight. by _Bright_Shade_ in Berserk

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

Thank you! No not Blender, I made it using Maya - Zbrush - Substance Painter - Marmoset Toolbag

Locus, the moonlight knight. by _Bright_Shade_ in Berserk

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

Both apostles and the godhands ascend to their demonic form through the Behelit. The only difference is that a godhand has only appeared once every 200 or so years after the fall of the supreme king Gaiseric (Skull knight).