Vision:
During a three week group project I sculpted, retypologized and textured the main character for a our project. I worked closely with the art director and the concept artist to catch the style and the mood for the character. Communication and deadlines were essential.
During a three week group project I sculpted, retypologized and textured the main character for a our project. I worked closely with the art director and the concept artist to catch the style and the mood for the character. Communication and deadlines were essential.
Main Roles:
Modelling, Sculpting, Retypologizing & Texturing.
Modelling, Sculpting, Retypologizing & Texturing.
Team project:
Christian Larsson: Game Director, Programmer, VFX Artist
Troels Jørgensen: Art Director, Concept Artist, 3D Artist
Sofia Holm: Concept Artist
Natasha Beck: Concept Artist
Kaspar Dahl: Character Artist, 3D Artist
Sabrina Bredal: 3D Artist
Game page:
https://a-c-l.itch.io/camelote
Troels Jørgensen: Art Director, Concept Artist, 3D Artist
Sofia Holm: Concept Artist
Natasha Beck: Concept Artist
Kaspar Dahl: Character Artist, 3D Artist
Sabrina Bredal: 3D Artist
Game page:
https://a-c-l.itch.io/camelote
Final model in t-pose.
Approximately 10.000 polys.
Wireframe - Approximately 10.000 polys.
Concept

Concept art by Troels Jørgensen.

Concept art by Troels Jørgensen.
The concept artist and art director made concept art of the main characters. I especially focused on transferring the anatomy and the posture from the concepts in to the 3d character.
Process
Modelling
I used the concept drawings in front and side view, as they where relatively precise according to the dimensions of the character. First step was to do the base mesh, to be sure that the dimensions where correctly in 3d. I used the front and side view as reference in Blender, making it possible to sculpt the the first version of the character.
I added further details like fingers and toes. When I was satisfied with the dimensions and basic shape, I repositioned the character in a T-pose in order to add an animation-rig later on in the process.
Sculpting
To make the finer details i used Zbrush. This is where I spent most of my time during this project.
To make the finer details i used Zbrush. This is where I spent most of my time during this project.
Sculpting - Work in progress.
Retypology
I used both Zbrush and Blender to create the retypologized low poly model. I started generating a low poly in Zbrush based on the high poly model. Afterwards I cleaned it up in Blender to make sure the loop flows could support animation deformation. The low poly model has a polycount of 10.000 polys.
I used both Zbrush and Blender to create the retypologized low poly model. I started generating a low poly in Zbrush based on the high poly model. Afterwards I cleaned it up in Blender to make sure the loop flows could support animation deformation. The low poly model has a polycount of 10.000 polys.

High poly

Low poly
Texturing
The last step before the charactor is ready to implement in the game engine is texturing. I used Substance Designer for texturing the character. The finished materials er PBR materials. This creates a great contrast between the roughness of the clothes and the glossiness of the frogs skin.
The last step before the charactor is ready to implement in the game engine is texturing. I used Substance Designer for texturing the character. The finished materials er PBR materials. This creates a great contrast between the roughness of the clothes and the glossiness of the frogs skin.
Low poly
Low poly with high poly baked details
Generated textures
Final details
The frog character was some kind of a scavenger and needed a big bag filled with tools and loot.

Rigged and posed: