Rain, Sand, Stars – Time lapse modeling

Once we have the concept art, the 3D model is sculpted. We use ZBrush to get a first approximation to the character’s volume, and then it’s polished in 3DStudio. Bones are created from a deformed biped (indeed, there’s creepy moment at 3:02 where you see the guy inside the Yak), vertices are properly weighted and all animations are finally defined in the same timeline. We separate them afterwards in Unity3D, where we may also add animation events (footsteps, shooting keyframes and things like that)