Star Wars - Redemption | Work in Progress #7

Work In Progress / 02 February 2018

Hi guys !

I'm working now on some concepts/studies about Geonosis Environment, getting to know how it's built, how this biome works, for next bunch of assets I'll make for the game =)



And I polished some concepts about Aelya ;) I still have some ideas I want to work on but I think her design is almost done =) Feel free to tell me what you like or not, what you'de love to add or any input & idea you may have ! =)


Star Wars - Redemption | Work in Progress #6

Work In Progress / 24 January 2018

Hi everyone !

I'm done with the LucreHulk Class Star Destroyer - made with 3dsMax/3DCoat, screenshot done ingame ( ue4 )

a fun asset to do, and a huge one to be honest ^^



Star Wars - Redemption | Work in Progress #5

Work In Progress / 20 January 2018

New StarDestroyer "LucreHulk" incoming !

I'm done with all UVs, just need to complete surface greebles ( Yellow objects, not generated with greeble plugin but handplaced ), and trenches greeble using kitbash ( same I used on the Venator )

Star Wars - Redemption | Work in Progress #4

Work In Progress / 13 January 2018

Hi all !

So I finished up the rework of my old Venator, with new kitbash pieces but also new textures ( more details, smarter UV pack, better colours and some modeling improvements > mostly remove of useless polys ^^" )

Here you've got an overview of how the new detail modify the model deeply ( WIP textures but the mesh is the final one )

Ingame model, the new hangar space allowed also to enlarge the existing one ( we can now add another personal spaceship ;) )

Dorsal's Hangar also got revamped, I didn't had build the interior level of the long central row of hangars behind the door ( the one you can't see here =P ), but I may do them all when I have time to waste x)


And finaly all warpaints I've done, the base one is used to do every other I may made later of course, but can also be used to make space battles between the whole new empire just before imperial well known battlecruisers ( remember the last shot with Venators on Ep3 ;) )

501st Warpaints, the one I used from the beginning =)

414th, I used the same color sheme as Mevenn's Eta2-Actis, it's a first try, but I really like to have a different warpaint that supports this new clone army as Mevenn is NOT aimed to fight among Obi-wan/Anakin's army, I mean she has her own army ^^ Also in the TV Show the dev team has that idea on separatist ships to better identify each leaders, I think it's also a good thing to do on the republic's side =)

The Mevenn's lead Destroyer is known as "The Phoenix" cause of multiple resurrections after hard won battles, the warpaints should also show that still burning fire her army gets on battlefield even on desperate situations. I may enhance these warpaints one day, I'm not really satisfied for now but at the same time I think we got a good base to work with, and that's a good point =)  

Star Wars - Redemption | Work in Progress #3

Work In Progress / 08 January 2018
Hi guys !

Nothing really big since last update, I was in a really bad mood last days I can't even work =/

I wanted to enhance ( like REALLY enhance ) all destroyer's details for Star Wars Redemption, so I made a quick kitbash group  ( the group in red ) to add something else than random greeble everywhere, I think this will add a better sense of scale into space battles =)

On the Venator I also wanted to rework its textures, as for now I only did Basic Army and 501st Warpaints, but I need something that represent Mevenn's army better ( it will be arround "Phoenix" or something like that =) )

Star Wars - Redemption | Work in Progress #2

Work In Progress / 31 December 2017
I'm working on several kitbash assets with maximum overlapp in UVs ^^

This will refine the close view of all destroyer's side trenches ( instead of random greeble boxes, but I may still keep huge "planar" surfaces greebled ;) )


And still Aelya - Mevenn's Apprentice, I added some colors and tried to find some details that bounds both her young and android appearance, this needs more work in order to look good ^^


Star Wars - Redemption | Work in Progress #1

Work In Progress / 23 December 2017

Hi everybody !

I wanted to create a blog post about Star Wars - Redemption to keep showing you what I'm working on when I have time to share it =)

I may add many WIP things, but feel free to suggest/comment or even ask questions about whatever you want, I'd be glad to hear from you !


Star Wars Redemption's main page : https://www.artstation.com/artwork/gO4Pm


Some early Rig tests under akeytsu, excellent for posing, I use it a lot in that purpose, and for animation sometimes ( But now Thomas Chaumel is taking care of all anim content so I retired from this field =) )

This one was recent, for showing off all jedi outfits, I did some different posings first in akeytsu, then refined all clothing parts into 3dsmax with FFD boxes. I'd love to achieve a realtime cloth like the one they did for overwatch, but I got a big lack of knowledge compared to them and I'm not that familiar with clothing simulations ^^" I think that for what I aim, bones could be better than cloth sim, less ugly wrinkles and "flubber" physics, simpler to compute for GPU...it's a damn WIP part of the project to be honest ^^" 

Having a pose can also help for modeling vehicles, having the pilot roughly posed helped me for making accurate pedals, levers and other controls/global shape of the vehicle =) I did the same for both Eta-2Actis and Arc170


About Facial Rig and what expression we can get now, still just smiles, or as simple as that figures because the rig's not fully functional especially on her mouth ( lack of bones and bad influences ), it's a new and hard part to me but I may fix it one day ^^

Between Old and New Mevenn, her face was too pinky, no SSS maps or tatoo, and her armor was too clean ( the new and actual one hold her lightsaber ^^ )

+ Face rework to break its asymmetry and sharpen a bit some parts like her eyebrows, also tested it with various hairstyles

Other outfit as I wanted to play a jedi with leather boots and clothes ! Aha not only that, cause I imagined Mevenn as a Jedi long time ago...concepts below ;)

First variants on color shemes ( still red red red ^^ it's her color =) Well not only red, "Jazzberry Jam" too, look at her Eta2Actis's Warpaints ;) )

Final textures ( darker colors, handpaint pass, detais...etc )

First Jedi outfit conceptArts, made in 2013

After making new model I did a paintover conceptart to enhance the render I made and get a more accurate feel of what Mevenn's should look like when turning on kindof "rage" mode

Final concept, reworked from scratch on photoshop. I liked the asymmetry of the right one, the character feels more relaxed, like if she masters even more what she is, a powerful and wise Jedi

The first of all which started this project years ago :

This tiny one was made really just for fun, based on a doodle I made at work while a short break, drinking tea as always =)

Trooper's Beards ! =D ( beards normals were fully made on 3DCoat with simple strokes ^^ Works far better than hair =/ )

Say hi Tony ^^" Who would've avoid that ? =D


First shot of the game when I just wanted to have a playable character to build environments and walk into them =') Before it becomes more serious...

Here is the second big room I made, assembling all these assets is a thing I really love =')

The following shots were done for moods comparisons and showing of a mchinery room ( with a big reactor pulsing on the background ^^ ), this also shows several new env. assets made not really for this room but which suited well =)

Refining space stars and optimizing a stupid part I made ^^" Before that I composed my sky with several "spaceholders", understand : curved planes which displayed stars...fully transluscent and super big, which made the sky the highest fps cost in the game...but also the simplest to optimize honestly, so here I just have a sphere and a single map, I wanted to keep most control on my sky so I splitted the texture with one "star density" different on each channel ( R = bright stars but low density ; B = low stars but high density, almost noise tbh, G = a mix of R & B ), then I bound them with vertexcolors channels ( R with R, G with G and so on )...and that's it ! I just had to paint vertex colors to display more or less stars ther and away =)  It's fine, it's cool, and it cost almost nothing =D

The most actual part I'm working On - CIS LucreHulk StarDestroyer, Turrets are game ready ( integrated, just need to do its textures ^^ )