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What was the most challenging asset for ME3?

Rodrigue: I think it was the female characters in general. It's so hard to get a female character that pleases everyone. Whatever the project, the female characters are always the ones that need the most iterations because we all have a different idea of what a beautiful woman looks like.

The Reapers were also a challenge because on the tech side these guys are so big it was tough to get them running in the engine while keeping them looking awesome.

Now that we've been exposed to the scope of the Mass Effect universe, which has been your favorite character?

Hertbert: Liara! I have loved her since the first Mass Effect. She has such a great personality and voice. And her powers are very useful as a squad member. Wrex is also another favorite because he has that awesome facial scar. Jack because she is very attractive and has lots of tattoos.

Rafael: I guess we all love the Krogans but my favorite character from the Mass Effect universe is Thane. I love the design and the personality behind the character. From ME3, Kai Leng is my favorite -- the work with the creation, design and modeling on the character is amazing!

Rion: Admiral Hackett turned out to be a really great character. The model, the dialogue and the voice all worked well together. When playing through the game I felt he was just very believable and I enjoyed reporting to him throughout the game.

Rodrigue: I love Jack. It’s too bad we don't see her more in the third game. EDI is also my favorite. I love what Kolby Jukes did with these models. I also love the mech dog in the Normandy. He is funny and I'm sure he is smarter than he looks. :)

 

What was your favorite asset you worked on?

Herbert: Garrus’ alternate armor for DLC. The design was very interesting, a bit of a mix from the traditional Mass Effect style and contemporary military style. Because of that, I could put so much weathering and battle damage on the armor. The grenades that he is carrying on his straps also give him an interesting silhouette.

Rafael: The party members are the best models to work on but different characters that allow you to relax and just play with ZBrush are still my favorites to work on. I guess from ME3 the Keeper was the most fun to work with.

Rion: The Prothean, Javik for Mass Effect 3. Mordin for Mass Effect 2. Both of these characters had lots of unique armor and costume shapes. The head sculpts were also great fun to model. The Prothean was the first (living, breathing) of his kind in the series, so aside from some Collector references there was no model to start with. That made it even more interesting. Ben Huen did an amazing job with the concept. I loved the entire design, so was thrilled to work on the character. Further, a lot of work was put into the facial animations with special attention going to his eye movements.

Rodrigue: He is an ass in the game but Kai Leng was a lot of fun for me. I really liked what the concept artists did for him and I was hoping to get him -- I was very happy when that happened.

Of course, with any project there's always room for improvement or things you'd like to have done if you had enough time. What would you say is the biggest of those for ME3?

Rodrigue: Basically all the assets we did at the beginning of the production, like in the first six to eight months. They were good but at the end of the production we had so many new ideas for armor designs, new shapes, new shaders, etc. that I felt like I wanted to go back and bring all this new knowledge to the first assets we did. But it's like that on all productions and that's what keeps us motivated for future projects, because we want to use this new knowledge more and we want to keep learning new things.

 
 
 
 


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