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Project LAX Characterart

Project LAX was a 3rd person PVP melee action game that i got to work on for a couple months.
The following assets were made by me and are mostly blockouts that i created so we could test out the
different character proportions ingame and figure out the 3d style further, these would be made in about 5-10 days
per character so we could get a holistic view of the lineup quicker.

I was also responsible for setting up and automating the texture pipeline
We used Supstance Painter as the Base application and extended it so we could
- Bake lightingbakes out of Maya and Blender and use them as a texturing base with 1 button in substance painter- Send our layers to photoshop to paint there and then send the info back into SP- Have a 1 click rebake solution for every individual painted layer so we werent locked to uvs or topology

Conceptart:
Daniel Orive https://www.artstation.com/danielorive
Mathias Osland https://www.artstation.com/jallajalla
Ian Su https://www.artstation.com/barkode
Techart:
Eyad Hussein https://www.artstation.com/eyadtv
Artdirection:
Daniel Orive

Blockout of character trying to capture the overall feel of proportions, silhouette and some breakups using polypaint and smaller geo to capture the characters essence

A refined sculpt trying to figure out the fidelity and level of detail for the project according to artdirection

Blockout of character trying to capture the overall feel of proportions, silhouette and some breakups using polypaint and smaller geo to capture the characters essence

Blockout of character trying to capture the overall feel of proportions, silhouette and some breakups using polypaint and smaller geo to capture the characters essence

Blockout of character trying to capture the overall feel of proportions, silhouette and some breakups using polypaint and smaller geo to capture the characters essence

Blockout of character trying to capture the overall feel of proportions, silhouette and some breakups using polypaint and smaller geo to capture the characters essence

A big part of my responsibility was setting up the texturepipeline ,
I created:
Bridge between SP and Maya/Blender for a baked lighting map
Bridge between SP and Photoshop so you can paint in whichever you want.
A 1 click rebaker for flat painted layers