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Introduction

Hey guys, I am Safwan. I am a 3D Game Artist from Kerala, India. Currently, I’m studying MA in Game Art and Design at the University of Hertfordshire in the United Kingdom.

This was the first class assignment given to us at the beginning of the course, Like a kick-start! Today I want to share with you some basic ideas, concepts and the final results of this assignment.

Basic Thought

When I heard Red Vs Blue, the first thing that came to my mind was Call of Duty: Mobile. In its multiplayer mode, there will be always 2 squads. Special Forces (Red) and Guerrilla Squad (Blue). Like all multiplayer games, these 2 squads have to fight against each other. The team that scores more within the time limit wins.

Gathering References

I was curious about what an AI would look like. So I asked the AI itself using Midjourney, and the result was somewhat predictable, but it was insane.

Midjourney generated AI images.

After the crazy results from the AI, I decided to take some more references from the feature film Ghost In The Shell and the cinematic trailer for the console game Diablo 4.

References from Ghost In The Shell and Diablo IV.

Also collected some random concepts from Pinterest and Art station.

References from Pinterest and Artstation.

Concept Art

Going through the references, I decided to end up with something like this idea. An AI hanging up in the middle of the scene and some humans in the tubes as test subjects and Hazmats wandering around.

Final Concept Art

Modeling

After the concept art, I moved to start blocking the models in Autodesk Maya. Once blocking was completed I used some Sketchfab free models to replace the blocks. And some essential objects are modelled on Maya itself.

Texturing

After the modeling is done I unwrapped the UV’s of the model and assigned them to different materials to texture them quickly in substance painter. A good naming transition for materials and models was essential for this process. Otherwise, it will be confusing.

Then I started to texture the assets in Substance Painter.

Rendering

After exporting the textures from the substance painter I imported the scene into Marmoset Toolbag for real-time rendering. After importing the scene I loaded the textures into their corresponding materials. Then I added lights. Red spotlights for AI to get attention to the middle and blue spotlights and Omni lights for the humans in the tubes. Also replaced the human block with hazmat that I took from Sketchfab. I also added some fog effects to get the scene more realistic.

Main camera view after adding textures and lights
Different view to lookup the scene
Scene without textures
Scene without textures

Before rendering the final out I added some depth of field and added a film filter from the camera and render settings.

adding DOF and adjusting render settings

While rendering I took some passes to composite the scene in photoshop.

Compositing and adjusting in photoshop

Final Result

Here is the final out of the concept of AI Vs Human, for my assignment of Red Vs Blue.

Red_vs_Blue_Final

References Sources

  • Midjourney. AI in red and blue.
  • Rupert Sanders. (2017) Ghost in the Shell
  • Blizzard Entertainment (2023) Diablo IV

Model Sources

  • Chaitanya Krishnan. Google VR 5.8 Prototype. Sketchfab
  • Ryan. Stone rock Column, Pillar. Sketchfab
  • Per’s Scan Collection. Cloudy Mountain. Sketchfab
  • Gelmi.com.br. mountains. Sketchfab
  • TooManyDemons. TechLab: Modular Scifi Pipes. Sketchfab
  • Mandrake. Male body base mesh (highpoly). Sketchfab
  • Drazen. Female base mesh. Sketchfab
  • Oseven. Hazmat suit 2. Sketchfab

Rizwan at 8:24 am, November 29, 2022 - Reply

Fantastic!

Safwan Sadik at 4:40 pm, November 30, 2022 - Reply

Thank You!❤