Tamarrion, post 3

BossDesigny - 04-15I’ve been feeling a bit under the weather this week, so I haven’t been able to get as much work done as I would’ve liked. Still, here’s the progress I’ve made on our game’s boss this week.

As you can see in the picture above, we’ve made some slight adjustments to the boss’s design after some feedback. We wanted to give our boss more of an undead feeling, but we didn’t want to break his armor or make him look too damaged. We decided to tear up holes in his pants and in the chainmail by his stomach, to show more of the rotting body below.

2Work on the highpoly of the boss’s body is almost done. It’s only in need of some adjustments across the board. Among other things, the hole on his knee is going to be adjusted to fit the material of his pants more, and his torso is going to need to be made more skinny to make his silhouette clearer.

1Once the highpoly of the boss’s body mesh is finished and approved, the base mesh of the armor is going to have to be adjusted accordingly. Before work is started on the armor highpoly, however, we’re going to construct a quick test rig with skinning to make absolute sure that the boss can make all the movements we want it to make without being restrained by the position of its armor pieces.

Since armor is inorganic and made up of hard surfaces, most, if not all of the work on the armor’s highpoly will be done in Max rather than painting by hand in Zbrush.

3While this is just a first draft, I’ve also offered to handle the boss’s color design, which the team has been a bit undecided on for a while. These colors are not final, and I’m planning to try a variety of different palettes, but this might give you a sense of what he could look like with colors.