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Pass Type: All Access Pass, Core+Summits Pass, Core Pass - Get your pass now!
Topic: Visual Arts
Vault Recording: TBD
Audience Level: All
Software and engines have made creating physically-based, realistic materials and assets easier than ever. However, adapting those to a painterly or cel-shaded look reveals unforeseen challenges. This talk will cover Spellbreak's character development from an artist's perspective: establishing a visual target, the unexpected trial and error of working with a toon shader in the Unreal Engine, and the final result and direction for the in-game models.
The audience will see how artists on Spellbreak adapted their character asset construction to create a unique cel-shaded look for a highly stylized, visually dynamic game.
The intended audience is one who has familiarity with 3D asset creation with a focus on characters. Some experience using the Unreal engine would be helpful, but not necessary.