Seekers of Skyveil: Zuraya

As part of Elodie Games ArtBlast campaign, sharing 3D and visDev work I did for Zuraya, the Windglaive! She was one of the first Seekers i started working on back in 2021, following fantastic concept art work done by Natalie Pellmann https://www.artstation.com/foxcrusade
This kind of R&D is done for each new player character we create. First iterations are mostly quick blockout models and overpaints, following by game proxies and final art. Read picture descriptions for more info.

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

Stay tuned for more art drops tomorrow!

Meet Zuraya! This is her current look.

This was the original vision of Windglaive hero character

This was the original vision of Windglaive hero character

Face and hair exploration by Natalie, very early on

Face and hair exploration by Natalie, very early on

Some more cool headgear ideas from Nat.

Some more cool headgear ideas from Nat.

More refined headgear design.

More refined headgear design.

First sketches in zbrush

First sketches in zbrush

Trying to capture the personality here.

Trying to capture the personality here.

Last image before she was redesigned. Really tried to push for interesting cowl shapes here to frame the face.

Last image before she was redesigned. Really tried to push for interesting cowl shapes here to frame the face.

Updated Wind Glaive design from Natalie, everything is overhauled, but it's a good change, she looks very fun now

Updated Wind Glaive design from Natalie, everything is overhauled, but it's a good change, she looks very fun now

Natalies overpaint over a model for hair design,

Natalies overpaint over a model for hair design,

Updated base model.

Updated base model.

Windglaive was supposed to be our average female body type, to build rigs and prototype shared animations.

Windglaive was supposed to be our average female body type, to build rigs and prototype shared animations.

Decimated blockout model.

Decimated blockout model.

Using this framer matcap sometimes to help with cleaning up the surface

Using this framer matcap sometimes to help with cleaning up the surface

Some Zbrush turnarounds. Making lots of these along the way, helps with art direction.

Whitebake render in Marmoset Toolbag

Test texture lookdev in Marmoset

Decimated proxy model with baked colors

Decimated proxy model with baked colors

Highpoly WIP

Highpoly WIP

Final highpoly

Final highpoly

Body anatomy, base undergarment

Body anatomy, base undergarment

Final highpoly

Final highpoly

Posed proxy in th engine - shows vertex colors that were baked in Zbrush

Posed proxy in th engine - shows vertex colors that were baked in Zbrush

Baked lightmaps.

Baked lightmaps.

Different channels shown in substance, masks used for various shader effects and colorization.

Different channels shown in substance, masks used for various shader effects and colorization.

Final textured model rendered in Marmoset.

Final textured model rendered in Marmoset.

Different color setups in UE. Colors are done with shader and color curves.

Different color setups in UE. Colors are done with shader and color curves.

Final look of custom color themes that are being created with UE shaders.

Final look of custom color themes that are being created with UE shaders.

Different material properties for different color themes.,

Different material properties for different color themes.,

This is the updated design of Zuraya (not the latest). Posed Zbrush model, rendered in Marmoset Toolbag. 
We also using these for promo art and UI portraits.

This is the updated design of Zuraya (not the latest). Posed Zbrush model, rendered in Marmoset Toolbag.
We also using these for promo art and UI portraits.

This is it, check back later, I might add more renders and info. Thanks for watching!

This is it, check back later, I might add more renders and info. Thanks for watching!