Seekers of Skyveil: Kumu

Elodie Games ArtBlast, part 3: Kumu the NatureTank!
Was super fun to work on, was bit challenging as it made of bark and vines, almost like environment piece!

Original concept and art direction by Ky Bui <3 https://kybui.artstation.com/

Shoutout to:
Billy, my lead
Sean-Paul, our art director
Banks, THE boss!

Stay tuned for more art drops tomorrow!

Kumu is the protector of the woods, using nature magic to make him look like a giant treant knight.

First brainstorms by Ky Bui!

First brainstorms by Ky Bui!

First blockout of Kumu in Zbrush. Dynamic pose to sell the idea.

First blockout of Kumu in Zbrush. Dynamic pose to sell the idea.

Zbrush renders for concept art iteration

Zbrush renders for concept art iteration

Ky's overpaint and further development of design

Ky's overpaint and further development of design

Approved concept we rolled with, sso successful that we didn't change it much since.

Approved concept we rolled with, sso successful that we didn't change it much since.

Updated proxy model, polypainted and baked AO in Zbrush

Updated proxy model, polypainted and baked AO in Zbrush

Visdev/Animation test with decimated proxy model, rendered in Marmoset.

At some point had this silly idea  of showing Kumu as little guy piloting the giant wooden mecha

At some point had this silly idea of showing Kumu as little guy piloting the giant wooden mecha

Kumu cockpit view, chasing the Tucker

Kumu cockpit view, chasing the Tucker

More concept development and feedback

More concept development and feedback

Baking the illumination effect inside of the chest

Emissive map done with lightmap bake in Marmoset

Emissive map done with lightmap bake in Marmoset

Final highpoly

Retopology wasn't easy, lot's of custom triangles, took forever

Retopology wasn't easy, lot's of custom triangles, took forever

Material regions

Material regions

Colorization regions. We're using RGB mask split the surface for color curves.

Colorization regions. We're using RGB mask split the surface for color curves.

Final mesh. Had 2 versions of the weapon, flail and whip.

Final mesh. Had 2 versions of the weapon, flail and whip.

Kumu in UE4

Kumu in UE4

Textured Kumu with colors applied in the engine.

Textured Kumu with colors applied in the engine.

Color schemes test in Zbrush, tried to see what different skins might look when applied same color theme.

Color schemes test in Zbrush, tried to see what different skins might look when applied same color theme.

Trying different color themes

Trying different color themes

Ultimate ability FX prototype

Ultimate ability FX prototype

Final composed grayscale in Substance, generated lights.

Final composed grayscale in Substance, generated lights.

Baked lightmap from Marmoset, ended up using this technique for texture prelight, as it's more accurate and easier to setup than Substance light generator.

Baked lightmap from Marmoset, ended up using this technique for texture prelight, as it's more accurate and easier to setup than Substance light generator.

Final highpoly

Final highpoly

Final highpoly

Final highpoly

Mechanical skin prototype.

Mechanical skin prototype.

Facial expression explorations :D

Facial expression explorations :D

Final model, Zbrush

Final model, Zbrush

Final highpoly, Marmoset

Final highpoly, Marmoset

Thanks for watching!

Thanks for watching!