Chris DiPaola runs through the process used to create his image; Battle March, from a cool initial idea all the way through to post-production, using Maya,
ZBrush and Photoshop...
This began as a passion project with a "Hey, wouldn't it be cool if?" moment. I had this idea stuck in my head for a while and it was really nice to finally get it out and put it all together. One of my biggest focuses was that I wanted to be able to tell a story with this piece and I wanted it to come across as epic. Since I was a kid, I have always been a big fan of monster and sci-fi movies. 2013's Pacific Rim played a big part in my inspiration for this piece. In this article I will go over my general process for modeling a 3D concept. The majority of the work was done in Maya with a handful of the shapes and forms created in ZBrush.
Research and narrative
When working on a concept, I sometimes come up with a narrative to aid in telling a visual story. For this concept, I visualized a war torn city in the not-so-distant future after years of destruction. I wanted the mech designs to have a real bulky/clunky feel to them as if they were 'old tech' that fought the beginning of the war.
With any personal project or production task, no matter how big or how small, I like to do a fair amount of research for what needs to be created. If something doesn't exist, I like to make a point of grounding it in reality and making the unbelievable, believable.
The more complex an asset, the more the research will help you to understand how it works. I find that creating a one page PSD file in Photoshop
of my gathered reference helps in order to have everything in front of me all at once before I begin; as opposed to flipping through all the files I have collected. This establishes the groundwork for a
Once I feel like I have enough information with what I'm working on it's time to begin the block-out. In this stage I like to keep things as simple as possible in order to get a general understanding of how these shapes feel in 3D space. I use these simple shapes for blocking out silhouette and form.
There is generally some back and forth between my reference and my 3D workspace figuring out design and mechanics, but nothing is final at this point. Throughout my entire process, as a general rule, I like to keep in mind indication of detail, how close your camera will be to your focus, and what needs to read. Figuring out the design, how these things are built, and how they are to work together is all part of the process.
Blocking out some of the initial mech shapes
Shapes and forms
After I am happy with my blockout, I move on to tightening up some shapes and forms. This doesn't necessarily mean it's time to go crazy with all the fine details. This is where I build upon the base that is set and begin adding more structure.
Some make the mistake of wanting to add all the really cool stuff right away without understanding that without the structure and form, it will not work. Refinement can happen throughout and doesn't have to be confined to just this phase. Generally there will always be changes moving forward in a production or on personal projects like this. Whether it is to add something or change it entirely, the process is always evolving until the concept fulfills the vision that it is meant to capture.
Some WIPS of the mech-creation process