2XKO (Project L) Sevika Fan Art

Here comes a new challenger!!! and SEVIKA IS THIRSThhING FOR A BRAWL!!!

This is a fan art piece of Sevika for Riot's Project L fighting game. I was blown away from the amazing look the devs over at Riot were able to achieve with this game. As a big fan of fighting games I wanted to build something that would fit in the sexy world of Project L.

High resolution sculpt was done in Zbrush and modeled in Maya. Textured in Substance Painter/Photoshop. Posed using Zbrush and Character Creator 4. Final lighting and look Dev was done in Unreal Engine 5 using MooaToon plugin (final look would not have been possible without this incredible plugin)
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Why create this character and make it my fantasy pick for Project L? Because she's a badass mf'er, she has a great character design, and I'm a sucker for wild west costumes. I do hope they bring her back in season 2 of Arcane
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So right after wrapping up my last personal project I wanted work on something that had been itching away at me. I decided it had to be a Unreal Engine 5 projects and a perfect opportunity to showcase my experience with UE5. I was really curious how they achieved this look and so my journey started with Sevika. All the steps necessary for this piece are sprinkled over the internet but it was extremely hard to find a step by step process for Maya and Unreal. When I did find a good tutorial it was like like finding gold. As a U.S base artist building assets for this graphic or if you want to call it for what is "Anime" style was very challenging. So a big thank you to the following devs and artist for sharing images, textures, tools, and processes :
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-Dylan Abernethy (Youtube , Gumroad GG Shader for UE)
-Arc System (YouTube GDC 2015, The O'Gs pioneers between 2D and 3D )
- MooAToon Plugin ( https://mooatoon.com/ )
-Kilian Junk ( Artstation - Amazing breakdown of normal angles, textures maps, and over all presentation)
-Ben Ayers (Genshin Impact Character Shader)
-froTools3 (Maya tool bag - normal angle swiss knife )
-Anime
-Riot's Project L
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Would I do another character in this look? Absolutely yes!!!
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Hopefully I do another character like this BUT I do have plans to release Sevika as a mod skin for the FGC peeps. I'll try my hands at guilty gear strive or DnF duel first and see how that goes as we eagerly await the release of the game. This piece of Sevika is more of a WIP Developer project as there is so much more I want to do with this...facial blendshapes, complete character rig, normal angle tool bag, special move breakdown, particle fx, and.... foaming from the mouth shimmer rampage?!..the list is endless.

Here comes a new challenger!!! Get your Quarters Ready! Project L Fan Art of Sevika from Arcane the animated series.

Here comes a new challenger!!! Get your Quarters Ready! Project L Fan Art of Sevika from Arcane the animated series.

Responsible for Model, Sculpt, UV's, Textures, Surfacing, Rigging/Posing, and Lighting. Turntable Render / Captured using Unreal Engine 5.

Character Select Icon

Character Select Icon

Lighting and Face Normal Angle Stepping

Lighting and Face Normal Angle Stepping

Lighting and Face Normal Angle Stepping

Mechanical Arm Motion and Shimmer Shell Compartment

Mechanical Arm Motion and Shimmer Shell Compartment

Mechanical Arm Wireframes

Mechanical Arm Wireframes

In Game Mock Up. Background, GUI, Character Icons and silhouette of Yasuo was made by Riot. This is a proof of concept using Unreal Engine 5 to see if Sevika fits in the world.

In Game Mock Up. Background, GUI, Character Icons and silhouette of Yasuo was made by Riot. This is a proof of concept using Unreal Engine 5 to see if Sevika fits in the world.

In Game Mock Up. Background, GUI, Character Icons and silhouette of Yasuo was made by Riot. This is a proof of concept using Unreal Engine 5 to see if Sevika fits in the world.

In Game Mock Up. Background, GUI, Character Icons and silhouette of Yasuo was made by Riot. This is a proof of concept using Unreal Engine 5 to see if Sevika fits in the world.

Base Color and Shadow Color Map

Base Color and Shadow Color Map

Specular Intensity, Specular Threshold, and Shadow Mask Map.

Specular Intensity, Specular Threshold, and Shadow Mask Map.

Decal Map

Decal Map

94k Tri Poly Count ( Not counting Shell geometry )- Maya Wireframes

94k Tri Poly Count ( Not counting Shell geometry )- Maya Wireframes

1/2. While Dev'ing the normal angles I had to introduce several cuts on the face that normally would be a big No. Late into the RnD I learned MooaToon has a shadow mask input map. I'd like to explore this and see if I get better shadows/topology results

1/2. While Dev'ing the normal angles I had to introduce several cuts on the face that normally would be a big No. Late into the RnD I learned MooaToon has a shadow mask input map. I'd like to explore this and see if I get better shadows/topology results

2/2. Ideal Topology for blendshapes, deformation, and animation. I really hope the shadow mask works as I like it too. I will test and report back.

2/2. Ideal Topology for blendshapes, deformation, and animation. I really hope the shadow mask works as I like it too. I will test and report back.

The Stuff of Nightmares - Normal Angles mapping / Face Planes for shadow stepping. ( Separate faces, tweak normal angles, test lighting stepping, stitch geometry back to together....over and over. Adding to my to do list. "Create Normal Angle Tool bag".

The Stuff of Nightmares - Normal Angles mapping / Face Planes for shadow stepping. ( Separate faces, tweak normal angles, test lighting stepping, stitch geometry back to together....over and over. Adding to my to do list. "Create Normal Angle Tool bag".

Created a sweet Maya View Port Shader for look deving in my favorite 3D DCC package. Mechanical Arm features and mobility.

Real Time Unreal Engine 5