Fantasy image of an Orc Champion, created using a combined 3D to 2D workflow utilizing polygonal modeling, 3D sculpting, 2D digital painting and a little 2D photo-bashing.
With a rough idea in mind prior to beginning work, we dove right in creating a sketch signature prop design for the piece: The four-blade combined axe and mace. After having arrived at a satisfactory concept sketch, we proceed to make model of weapon.
The 3D model of the prop was brought into a 3D sculpting program, in which a character mesh was created, costumed, and posed.
This model was then exported from the sculpting program into a more ‘traditional’ 3D authoring environment for the creation of 2D renders. Doing so had the advantage of allowing for easier point-of-view/camera and lighting control.
A rough background was then digitally painted in behind the character render.
A couple other less complicated character renders were produced utilizing the same technique as with hero Orc Champion above.
These other characters renders were also brought into the 2D scene where they were manipulated and further designed. At this time, the piece’s atmosphere, composition, mood, and general narrative are locking into place.
As the piece develops, adjustments to the aspect ratio are made in order to better frame the action and balance the composition. Further, detailing in the both the characters and environment is added.
Volumetric atmospheric fog was added toward the end of this piece’s development, as well as other detail. Slight color correction was applied to give a larger contrast across the piece’s color palette.
Orc Champion is an experimental piece focus on trying new techniques to arrive created conceptual artwork. Many of the same techniques used to create the art work of Mystery on Telescope Hill, Adventure Beyond Time, and The Secret of Chimera Labs were implemented, but in the instance of Orc Champion they were applied to an ‘action’ image featuring characters in motion and relied more heavily on 2D digital painting.