Overwatch, the game I've been working on here at Blizzard was finally announced last week. It's a team-based shooter featuring many heroes with special abilities. I can't post any detailed images yet, but I did put together some wallpapers featuring the heroes that I worked on. Check it out in my gallery!
Check out the web site for more media and to sign up for the beta: playoverwatch.com
I also started a free YouTube series called, "Game Art Essentials." My goal with this is to have a playlist of free videos that any game art student can sit through and pick up some tips on how to do various things. I already have two episodes on there so please check it out and let me know what you think!
The final volume of my 3d Character Art for Games video series, Texturing & Shading, is now available! I go over my approach to texturing for creating clean and flexible results. In addition to technical demonstrations, I discuss my artistic reasoning on both texturing and presentation. The first 40 minutes (mostly lecture) are free on my YouTube channel:
You can find the remaining 5 hours of content for $8.99 at CGCircuit.com: www.cgcircuit.com/course/3d-ch…
The full course includes a posed version of my Hella model used in the demonstrations with full resolution textures for your reference.
Thanks to everyone who has been waiting so long for this!
The other volumes in this series can be found here:
Volume 2: High Res Modeling Application
Volume 3: Low Polygon Modeling
Volume 4: UV Layout
Volume 5: Baking Maps & Preparation
You can also check out my buddy, FunkyBunnies and his interview here:
This first part covers some very basic stuff so I thought it would be nice to make it available for free. The full version on CGCircuit (nearly three hours long!) goes into more depth about how I like to bake maps and troubleshooting baking problems. It's available now for just $6.99 at:
This took longer than I expected, but I'll be starting on the last volume in this series soon: Texturing & Presentation. Please look forward to it!
Each volume is currently priced at only $6.99 each, and the first one is even free. The 4th volume is over an hour long and goes over all the particulars of dealing with UVs for a normal map based workflow, and it comes with an example scene to go along with the video where I demonstrate creating a tileable effect.
Check out the video preview here:
I'm in the process of completing the rest of the series, and it looks like there may be at least two videos left to make. Please do take a look and help spread the word to those you know who might be interested!
I go over optimized modeling, deformation, and other technical considerations. This was supposed to cover UV layout and baking as well, but I had to split the content up because the video was getting way too long. However, I have included a low polygon generic female model for those who want to examine what I talk about more closely.
It's available for $6.99, but you can check out a short preview here: www.youtube.com/watch?v=V52j58…
And I uploaded a preview vid for the second volume too: www.youtube.com/watch?v=WJh3vr…
I've been really busy with this stuff, but I will definitely try to get more free content up on my YouTube channel eventually!
If you like it and have a Steam account, please consider helping upvote it for us on the Steam Workshop: steamcommunity.com/sharedfiles…
And in other news, I was recently interviewed over at Movingsketch.com: movingsketch.com/?p=1449
You can find the videos here:
VOLUME 1: Introduction & High Res Modeling Theory - ~1.5 hours - FREE
VOLUME 2: High Res Modeling Application - ~2 hours - $6.99
VOLUME 3: Modeling for Games (Retopo, UV, Baking) - COMING SOON!
VOLUME 4: Texturing and Model Presentation - COMING SOON!
My intention is to create instructional content for the aspiring character artist who already knows the basics, but still struggles with getting professional results. My hope is to elaborate more on the artistic side of character art rather than showing technical tricks (although there will be some of that as well).
I've spent a lot of time putting these videos together myself, and the last two are in the works. I have also really tried to keep these affordable for students. Please help spread the word and share this with anyone you think might be interested. I'll update this thread once the new videos are released. Thanks, and I hope you all like it!
By the way, my Hella model is used as an example in the videos, but the series is NOT about how to build that exact character! If you prefer, the first volume is also available on my YouTube channel (www.youtube.com/user/haikaiYT) with the caveat that it's not split into convenient chapters like it is on the CGCircuit site. I will only be posting the first volume on YouTube so please visit CGCircuit for the others!
Video turnarounds of my Storm Legion models:
The official Storm Legion art dump thread on Polycount:
Thanks to everyone I've had the honor to work with here at Trion. Really, some of the most talented and hard working folks I've ever met.
I hope everyone picks up Storm Legion. It comes with the original game so it has everything you need to get started. There is also a free trial available if you'd like to give it a test drive! www.riftgame.com/
I actually finished this a few months ago, but it's taken me a while to get all this together for presentation. This is actually a model I'm going to demo in an upcoming video character art tutorial I'm trying to make for CGCircuit (www.cgcircuit.com/). I have to thank them for their extreme patience with me... I've been chipping away at this in my free time since early this year! Ideally I should have waited until the video was ready and shown it all at the same time, but who knows when that will be.
Special thanks to all those who gave me great feedback on this: Herman Ng, Donald Phan, Troy Nickel, Niles Doubleday, and a bunch of others I'm probably forgetting. I was so prepared to settle for less- sometimes I just need people to tell me how lazy I am! I don't know when the video will be out, but I hope you all will like it. I'll post more info when it gets closer.
Here are some images of the textures (haikai.net/gallery/CGC_Hella_t…) and concepts (haikai.net/gallery/CGC_Hella_c…).
I don't like to advertise my concept art so I haven't added it here, but you'll find a bunch of new ones, including art that will probably never make it into the game, on my web site: haikai.net/
There's actually more art than this. Tons of sketches and even fully painted ideas that never went anywhere, but I probably won't post anymore. Keep in mind that all of this stuff is YEARS old at this point! It's time to look to the future, and I should have some newer work to show in the next few weeks, I hope.
To all of my friends back at ArenaNet, congratulations on finally finishing the game. I hope the fans enjoy it.
My tutorial in particular (starting on page 118) covers diffuse painted models using my Avian Defender eagle character (fav.me/d4252y1) as an example. There's tons of great content in there spanning many game art disciplines. Best of all, it's a FREE download!
I have an early edit of the tutorial up on my web space as well: haikai.net/AvianDefender/
This may be easier to read with simplified formatting and larger images, but it's missing a few images that the published version has. Please comment if you have any questions.
* PS - I hope to be uploading a few more of my works from Guild Wars 2 soon!
Almost all of them have been shown in some form or another in the various trailers and publicity images. I'll update with more as information is officially released (stuff that I can say is at least 95% my work since these can go through several hands for various tweaks and fixes). I should also point out that these images were accurate as of March 2011. I'm sure there will be changes by the time the game actually ships.
The armors by themselves run anywhere from ~2000-3000 triangles (at least mine did... there are some other GW2 armor sets that are way more). The texture res ends up being about 512x1024 (it's composited together with other parts of the character on a 1k map). Sorry, I probably can't show the texture sheets, and there's nothing special about the wires. Armor sets generally took me ~10 working days. Female sets, when not straight up conversions of male armor, typically took ~5 days for the unique pieces unless the whole thing was different from the male.
*EDIT: Okay, I lied. I just looked at the Orrian armor again and it's actually way over the poly budget I mentioned! I blame it on these being my final armor sets there.
This sounds like an excuse, but the armors were colored using the game's dye system. It's great for players, but rather frustrating for artists because inevitably there are colors that will look better than others or, in the worst case, might not look good in ANY color. You end up having to minimize hue variation and high contrast which can make the textures rather bland.
We were all new to normal maps when Guild Wars 2 started up over 4 years ago, and my process evolved quite a bit since then. I sculpt almost everything in Zbrush, even things like hard edged armor pieces. I tried hard surface modeling (the heavy armor sets on the bottom row), but I found it was generally too time consuming, and fantasy armor doesn't really need to be that clean and perfect anyway. I typically retopo in Maya because the resolution of the low res meshes doesn't call for anything fancy, but I also use 3dCoat nowadays on Rift for more complex shapes. I use standard Maya tools for UV layout. I either bake normal maps in Maya or Xnormal, and bake AO in Xnormal. I paint textures in BodyPaint & Photoshop. Pretty standard stuff, really, but feel free to ask any questions.
You can find some concept work on my web site as well: haikai.net/guildwars.html
Hopefully more coming soon!
Anyway, my name is Hai Phan and I'm a character artist for games. I went to art school at SCAD and ended up making 3d ship models for the Navy until I finally got into games. I was a character artist at ArenaNet for almost 5 years working on Guild Wars: Nightfall, Guild Wars: Eye of the North, and Guild Wars 2. I was all Guild Wars'ed out at that point and came to California for sunnier weather and am now a senior character artist at Trion Worlds working on live content for Rift.
There's actually a lot more art work (especially if you're looking for old Guild Wars stuff) you can find on my personal web site: haikai.net
Thanks for stopping by my gallery!