Scorpion Rider: Evolution

2007

Concept art

Jim Talbot, character illustrator and modeler extraordinaire, develops his initial sketches for the fearsome Scorpion Rider.

Scorpion rider preliminary sketches
Character designs by Jim Talbot
2008

Modeling

Jim recreates his own drawings in 3D, bringing the menacing villain to life.

The Rider 3D
Model by Jim Talbot
2009

Tattoo design and color treatments

David Ward, following his collaboration with Dhar Jabouri on the Scorpion Rider’s elaborate tattoo, turns his attention to the clothing.

Scorpion Rider color treatments
Color designs by David Ward
2010

Maquette and revisions

Art director Matt Evans crafts a clay model as a guide for streamlining the character’s silhouette.

Scorpion Rider maquette
Sculpture by Matt Evans
2011

Hair and clothing

Gary Abrehart painstakingly sculpts new hair meshes for the Rider and the other characters.

The Rider's hair
Hair, brows and beard modeling by Gary Abrehart

Texturing

David Ward, who had never painted in 3D prior to this project, transforms his earlier color designs into vividly detailed texture maps.

The Rider's textures
Texture painting by David Ward
2012

Rigging

Technical Director Bret Bays develops the complex body and face controls that allow the Rider to be posed and animated.

The Scorpion Rider's rig
Rig by Bret Bays
2013

Ready for action!

Scorpion Rider posed
Pose and lighting by Mike Stamm

A diversity of dieselpunk devices

While working on the high-poly medina environment upgrade, modeler David Alvarez has pulled out all the stops with this collection of whimsical machines, doorways, fuel tanks and satellite dishes. Although a number of the models are refinements of existing low-res props and machinery, some of the best are his own creations.

So delightful, we just had to share!

David Alvarez' props for the medina
Modeling by David Alvarez
David Alvarez' props for the medina, part 2
Modeling by David Alvarez

Scorpion Rider poster concept

Not a scene from the movie; just a rough idea for a poster we might make someday. This one features the fearsome Scorpion Rider.

Scorpion Rider poster concept
The Scorpion Rider and his mount.

The Road to the Medina, part 3

Medina shop render
Model by David Alvarez, textures by David Ward

The medina shops, garages and factories we modeled back in part 2 were finally complete, but we still had a long road ahead of us. Constructing the individual buildings was only the first step. To achieve the full visual aesthetic of the project—inspired by the work of Jean “Moebius” Girard and his contemporaries—we’d need intricate inked detailing and lush, saturated colors.

We had no idea how we were going to achieve this style in 3D. The ligne claire style is defined by hand-drawn lines on paper. It doesn’t lend itself to computer-generated celshading at all. But the team was convinced it could be done.

It wouldn’t be easy. Even just preparing the buildings for texturing would be an ordeal: if we were going to mimic an inked, colored comic-book page, then every last wall, pipe, windowsill and lamp would need to be UV-mapped, tested for distortions and other problems, and repaired. Once texturing was underway, the materials would need multiple layers of hand-painted textures (no procedurals or photos here!). The inks layers would need to be closely vetted against our archive of reference artwork. The color layers would need to cycle through various celshading and lighting tests. Finally yet another layer of hand-painted highlights and shadows would need to be added, to ensure that the textures would integrate seamlessly with the CG lighting. The end result would need to evoke a beautiful hand-drawn graphic novel while simultaneously integrating perfectly into a 3D environment.

No sweat, right?

Steps used to create the look of the medina buildings
Click to view the steps of our texturing and lighting process.

After a lot of trial and error, we’ve managed to put together a solid workflow. Our lead texture artist David Ward really stepped up his game, jumping back and forth between 2D and 3D as he built up stacks of inks, colors and shades into a coherent whole. We’ve catalogued our pipeline in the illustration above. So far the results have been very satisfying.