Big Game: Week 1

During the first week of production, the main task was to create the player character of our game. Here’s the concept:

boppie

Modeling and creating a UVW of her head was a lot of pain and resulted in some difficulties with distortions when creating the textures, but I eventually ended up with with an acceptable result. Emissive glow would also be a big part of the character design, which meant I had to play around a bit in Unity to figure out how everything worked since I had only used Unreal before starting Big Game project.

Here’s some pictures of the final mesh:





Some elements were changed from the original concept, like for example the pearl necklace which limited her head movement quite a bit. The pearl on her arm were also moved to the flat surface of her hand to avoid distortions when moving and rotating the arm. She’s about 10k tris.

Here’s with the added textures:




We went for hand painted textures with very simple roughness and normals. The only normals are on her head and the only difference in roughness is between her pearls, clothes and skin. Substance Painter, Photoshop CC and Paint Tool Sai was used to create the diffuse, roughness, emissive and normals.

In Unity, the emissive channel works like this:



The bloom effects and such will be tweaked and isn’t the final version. The textures might also get a rework later on in the project, if time allows.

About Emma Fredriksson

2014  Graphics