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My name is Ivan Drofiak, I'm a student at the Universitat Politecnica de Catalunya, studying the Design and Development of Videogames degree. I'm currently trying to improve in my desired area of expertise, which is art.
I'm mostly centered of 2D animation and character creation as well as concept arts regarding videogames.
Programming
20Design
70Art
80In order to create Malita's 3D model I worked with 4 programs, each of them was required for a certain step in the process of modelling her.
First of all I used 3ds Max to create a low poly version of Malita. Once the low poly version was done, I would move it to zBrush to add details to it and create its UV's. Finaly the model would have its textures done on Mudbox and repotioned and rescaled in Maya so that it matched the coordinates and scale in our engine.
During the process there where various iteration of the model to end up matching high enough quality for the game, but not as high as to cause performance problems to the engine.
To create the environmental tiles I followed the same process explained before with Malita. The main differences is that in this case the were various version of the tiles and textures, for example: Tile v1 2x2 or Tile v2 4x16.
As I was creating the tiles, I was as well talking to members of the design team so we could reach a fitting asset for the environment they were creating, basically so it matched the mood.
Apart form 3D art I also did most of the UI art envolved in both in-game interface and menu navegation. These were done with photoshop by getting references rom different games, as feedback from teamates.
The objective of the UI was to be simple, but still give a futuristis/cyberpunk style. Therefore I created mostly sharped edge widgets with some metallic details and mostly neon like effects. The colour palette works between orange and blue, and there neighbours, as those were the colours decided upon the mood of Malita.
As an extra taks, I was in charge of fixing and putting colliders throught level 1. The workflow was pretty simple, as I moved around level 1 I would check different collision and in case something went wrong, invisible wall or traspassing a building, I would go to the hierarchy, find the collider and fix or add it.