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TheOtherLab - Bait (Creatures)

One of the major project in TOL that I was heavily involved in from the start was the Creatures NFT collection, it started off as a more simpler project that slowly expanded and ballooned into a whole new NFT collection. The creatures project were a learning phase for me and my fellow artist colleagues as it was the first time we were learning and familiarizing ourselves with Cinema 4D and Octane Render pipeline. The first creatures that we started off is Gloop which is more vanilla looking but with every new Creatures, we were constantly pushing ourselves and the 3D tech and so there were some differences in the design and tech across the Creatures as we get more and more familiar with the workflow and tech. As the whole creatures collection were a combined effort, how we divide up the workload is that me and my colleagues will all choose some of the traits to do, while usually I'm the one that set up the masterscene in Cinema 4D with the help of my art lead and designing plus texturing the Creatures and the various colors schemes alongside the various expressions of the Creatures. Throughout the creation process, we will compile and update the masterscene and once everything is finished for that Creature, we will use a script to generate the various designs pulled from the list of traits and render them out over time.

Bait was the sixth Creatures that we worked on and was one that we experimented quite abit as we were trying something different with the different camera angle which compared to the usual front facing view, for Bait, we change it to be from top view instead because Bait was modelled top facing and we wanted to showcase the long arms and tentacles of Bait.

We experimented around with various designs for Bait's body and the texture before settling on the final version as shown.

We experimented around with various designs for Bait's body and the texture before settling on the final version as shown.

Similiar to Chips, being in an underwater environment, some of the expressions have to be adapted to fit their respective scene.

Similiar to Chips, being in an underwater environment, some of the expressions have to be adapted to fit their respective scene.

The facepaint trait for Bait is based on Mime artists.

The facepaint trait for Bait is based on Mime artists.

The Special design for Bait is based on Underwater submarine which is done by one of my colleagues.

The Special design for Bait is based on Underwater submarine which is done by one of my colleagues.

Same with other special and elemental designs, the accompanying accessory for Special is an underwater drone.

Same with other special and elemental designs, the accompanying accessory for Special is an underwater drone.

The Elemental design for Bait is a Gooey design with it's own elemental gooey hairstyles also.

The Elemental design for Bait is a Gooey design with it's own elemental gooey hairstyles also.

The Gold version of Bait, which every Creatures have that are extremely rare in amount.

The Gold version of Bait, which every Creatures have that are extremely rare in amount.

WIP render of Bait in Substance 3D Painter.

WIP render of Bait in Substance 3D Painter.

Texture map of Bait's body A in Substance 3D Painter.

Texture map of Bait's body A in Substance 3D Painter.

Texture map of Bait's body B in Substance 3D Painter.

Texture map of Bait's body B in Substance 3D Painter.

Bait is actually the longest Creatures we had done due to the long tentacles.

Bait is actually the longest Creatures we had done due to the long tentacles.

WIP Render of the facepaint in Substance 3D Painter.

WIP Render of the facepaint in Substance 3D Painter.

Texture map of the facepaint in Substance 3D Painter.

Texture map of the facepaint in Substance 3D Painter.