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Eternity Legends: Making of Ymir


Character: YMIR - Primeval Ice Giant


I work closer to technical side of art productions, beside most of 3D maps, this is one of few characters I directly build A-Z.
For research purpose, YMIR have a bit different workflow compare to heavy Maya-based workflow of the team
After each research character, I analyse whole progress from the true view of artist and make decision about how good this workflow is to implement for the rest of the team.
For the sake of speed, I usually sketch character right on their blueprint pose, with front, back and side view, that I can instantly switch to 3D modeling and project this sketch into the mesh, quickly have the feel of 3D character in space.

Ymir is the old (the oldest) jotun of Norse Mythology. 
I try to give some obvious detail relate to his culture that could noticeable beside other Gods. 
He is icy cold and sturdy, furious as berserker while attacking, that why I gave him 2 oversides ice-clad machinery arm, allow this old man can smash down tiny mobs on his way in the most brutal manner.
The 3D silhouette exaggerates his proportion, bigger upper body and narrows down to the bottom. This change comes from the guild-line of art direction, prefer bigger head and upper parts because of camera angle is high, the gameplay is horizontal. It's help user easier to recognize character features. 

All of 3D modelling are done in Maya
The mesh then comes to 3DCoat for quickly bake AO, curvature map, SSS map for edgy and icy feeling.
3DCoat is a quite friendly 3D environment for artists that familiar with Photoshop. The 3D painting process go fast and enjoyable.
I'm still sticking to formal workflow until this step, Rigging and Animating.
Akeytsu is new, inovative approaching to animation that gave a toolset that make sense to Animator. 
Even you are pose to pose or on the flow animating, the tool still give intuitive and fast UX to working. 
It's a big plus while I start to get tire of rusty Maya's UX and buggy animation layers.

Rigging on Akeytsu share the same manner with animating tool. I just take a while and start to like it.

The tool support exporting to FBX, that can run correctly to Unity project. 
Each Hero need it own sky to express their Skill. I mix and match few shaders that suite Icy theme of YMIR

Read more detail of VFX technique and shader on my other post: Eternity Legends Technical side of Game Art - VFX 
Then the old man is ready for a battle test to smash everything. 
He will be criticized and bashed hundred more times from internal test/feebacks before ready to be in-game
See him in action, with full VFX
This pose and render is for promotion purpose. I setup a quick stage on Blender and render by Evee, PBR material take all optimized ingame assets, but the result is quite improved.
Eternity Legends: Making of Ymir
Published:

Eternity Legends: Making of Ymir

Published: