SEGA

We were selected to produce 3D and 2D character art for Sega, the first time an external studio had been allowed to create new character art

What we did: 3D character posing and rendering, 2d airbrush and flat colour character art creation

GR8_3D_Group_8_CapturedEggman_RGBProEXR File Description =Attributes= cameraAperture (float): 36 cameraFNumber (float): 8 cameraFarClip (float): 10000 cameraFarRange (float): 1e+018 cameraFocalLength (float): 56.6922 cameraFov (float): 35.2297 cameraNearClip (float): 0.1 cameraNearRange (float): 0 cameraProjection (int): 0 cameraTargetDistance (float): 1e+008 cameraTransform (m44f): [{0.998803, -0.0487906, 0.00354872, -0.343}, {0, -0.0725419, -0.997365, 39.689}, {0.0489195, 0.996171, -0.0724551, 212.732}, {0, 0, 0, 1}] channels (chlist) compression (compression): Zip dataWindow (box2i): [0, 0, 5999, 5999] displayWindow (box2i): [0, 0, 5999, 5999] lineOrder (lineOrder): Increasing Y name (string): "" pixelAspectRatio (float): 1 screenWindowCenter (v2f): [0, 0] screenWindowWidth (float): 1 type (string): "scanlineimage" =Channels= A (half) B (half) G (half) R (half) SSS.B (half) SSS.G (half) SSS.R (half) diffuse.B (half) diffuse.G (half) diffuse.R (half) rawShadow.B (half) rawShadow.G (half) rawShadow.R (half) reflect.B (half) reflect.G (half) reflect.R (half) selfIllum.B (half) selfIllum.G (half) selfIllum.R (half) shadow.B (half) shadow.G (half) shadow.R (half) specular.B (half) specular.G (half) specular.R (half)  ProEXR File Description =Attributes= cameraAperture (float): 36.000004 cameraFNumber (float): 8.000000 cameraFarClip (float): 10000.000000 cameraFarRange (float): 999999984306749440.000000 cameraFocalLength (float): 40.008820 cameraFov (float): 48.446033 cameraNearClip (float): 0.100000 cameraNearRange (float): 0.000000 cameraProjection (int): 0 cameraTargetDistance (float): 100000000.000000 cameraTransform (m44f): [{1, 0, -0, 0}, {0, -0.0871557, -0.996195, 40}, {0, 0.996195, -0.0871557, 856.648}, {0, 0, 0, 1}] channels (chlist) compression (compression): Zip dataWindow (box2i): [0, 0, 5999, 4199] displayWindow (box2i): [0, 0, 5999, 4199] lineOrder (lineOrder): Increasing Y pixelAspectRatio (float): 1.000000 screenWindowCenter (v2f): [0.000000, 0.000000] screenWindowWidth (float): 1.000000 =Channels= A (half) B (half) G (half) R (half) SSS.B (half) SSS.G (half) SSS.R (half) diffuse.B (half) diffuse.G (half) diffuse.R (half) rawShadow.B (half) rawShadow.G (half) rawShadow.R (half) reflect.B (half) reflect.G (half) reflect.R (half) renderId (uint) selfIllum.B (half) selfIllum.G (half) selfIllum.R (half) shadow.B (half) shadow.G (half) shadow.R (half) specular.B (half) specular.G (half) specular.R (half) Knuckles2_3D_Knuckles_2_GroundSmash_RGB Amy1_3D_Amy_1_Enerbeam_RGB

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