3D Toolkit: Artist Research and Comparison: Warframe
In the following project, I will develop a character for sculpting. Unlike the last project, this character will not be based around specific prompts: I will come up with my own design. The following are two 3D character artists that have influenced my work who have both worked on the same game, Warframe, and utilise the same software: ZBrush. I will use their work as a benchmark when it comes to designing and modelling my own character.
Mike Brennan
Mike Brennan was an art director who worked at Digital Extremes, a Canada-based games company known for their work on Warframe (Digital Extremes 2013), a free-to-play MMO set in a far-future version of the Solar System. He was the lead Art Director of the game from 2013-2016 and created the first designs and 3D models for the main characters of the game, the biomechanical robots known as the "Warframes", primarily using Photoshop for 2D concept art and Zbrush for 3D character models.
Brennan has spoken about the influences for Warframe stating that, initially, the team was very influenced by the art styles of other media, including Metal Gear Solid 2 (Konami 2001) and Neon Genesis: Evangelion (Gainax 1994). When speaking of these inspirations in an interview, Brennan stated that they were initially "Very obvious" in Warframe's design and that a lot has been added to design inspirations since, stating a belief that - in terms of characters: "something that works well for design is to have three of four varied inspirations that mix together into something new..." (Brennan 2013).
Brennan has also taken inspiration from different cultures across the world in Warframe designs: many of the firearm weapons, for instance, are influenced by flintlock pistols and other antique weaponry. With the game having "ninja"-like theming, many character designs are also influenced by Eastern culture and folklore. This is because, from an art direction standpoint, the end goal was for Warframe to stand out sharply against similar science fiction titles. In the same interview, Brennan expressed this by referring to other science fiction games that had released in the near past, citing how he felt that some had not pushed their art direction far enough by "treating sci-fi different to reality... making everything too slick" (Brennan 2013). He then went on to state that, when designing the factions, characters and weapons of the game, he wanted to create something distinct that was still relatable, leaning on real-world inspirations to base attributes of the game's art style off real life, making everything seem futuristic yet worn; of science fiction yet with a tangible reality grounded in its real-world influences.
The above designs were early 3D Warframe models created by Brennan in ZBrush. I can see how several ZBrush tools I am familiar with could be used to create my own designs in a style similar to this: for instance, symmetry is common across both designs and fine details such as the dimples in Rhino's pauldrons or the divots in Ash's arms may be created using VDMs. Fine details such as the noise across Ash's torso may be mimicked using Alphas, whilst smoothing could be used to create slick metallic forms. This could create a juxtaposition between areas of smooth metal and areas with a more rough texture, which may help in showing textural differences between different materials in the model. As with my previous project, I may create elements of my design in Blender or Maya before importing them into ZBrush: if I were to create cloth then I would use this process, though elsewise I will try to keep the model one consecutive whole. This can be seen in both the Ash and Rhino designs, as armour plates blend into the anatomy of the characters in a manner that makes then appear organic, almost as if they were bone plates or of a similarly organic origin. This also leads to differences in these designs which stray from typical human anatomy: this can be seen particularly in the thighs of Rhino, where plates protrude out from the anterior muscles, and in the torso of Ash, which does not bear accurate pectorals, which I may use in my design if I were making a similarly armoured character. This could help in pushing the armour out from the form of the body and could help in making the design seem more unique or alien in nature.
Examples of Warframe concept art. (Brennan 2013).
Michael Skyers
Michael Skyers is another character artist who works on Warframe and similarly utilised ZBrush in creating character assets. He has worked on many assets for Warframe that are intrinsically more organic in nature, such as wholly organic alien animals and "The Infested", a faction of enemies based around a zombie virus that overtakes the body and puppets those infected. When modelling enemies that are a part of this faction, Skyers has described how he seeks to break up the typical geometry of the character, showing how the infestation is warping their form in a manner that remains within the boundaries of the game's art style (Skyer 2015).
Michael Skyers, 2020, Khora Urushu [online]. Artstation. Available at: https://skyerzz.artstation.com/projects/qePxkR [Accessed 25 February 2025]
Michael Skyers, 2016, Warframe Worm / Pale Queen [online]. Artstation. Available at: https://skyerzz.artstation.com/projects/3D3xv [Accessed 25 February 2025]
Warframe | Devstream 4 - The Art of Warframe, 2013. [youtube video] PlayWarframe, 24 April. Available at: https://www.youtube.com/watch?v=GFlqIzxLcxQ [Accessed 25 February 2025].
Warframe | Devstream 56, 2015. [youtube video] PlayWarframe, 10 July. Available at: https://www.youtube.com/watch?v=qTrlFzr7_Jw [Accessed 25 February 2025].
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