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TIGSource ForumsCommunityTownhallForum IssuesArchived subforums (read only)CreativeHow we Recreated All Character Models from Scratch in Two Weeks
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Author Topic: How we Recreated All Character Models from Scratch in Two Weeks  (Read 1138 times)
Koobazaur
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« on: June 08, 2015, 05:17:15 PM »

Hey Guys!

So I was posting lately about the major graphical overhaul of "Karaski: What Goes Up..." an open-ended, story-driven investigation onboard a damaged Airship; find the saboteur, or risk becoming suspect! Deus Ex meets Clue with a bit of Telltale.

This time I wanted to share inside look how we went from Lego blocky characters into fully fleshed out animated bunch in just two (and a half) weeks.

In the post I explain the whole process - the Design, Modeling, Animation and Lessons Learned from the blizingly fast dev cycle. We took a pretty intelligent approach (imho) that turned out way better than i anticipated. While it does need a 2nd pass later on, it's looks leaps better than my blocky programmer art and is future-proof Smiley

Hope this is useful and let me know your thoughts!

Follow us on Facebook and Twitter if you're interested in the project :D
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AlexanderOcias
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« Reply #1 on: June 10, 2015, 07:54:11 PM »

So like more than one 3D character per day? That's quite a blitz!

Your article briefly mentions that you provided artists with a big folder of reference material - it would be neat to hear more about how you go about researching and putting together all of that...
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Koobazaur
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« Reply #2 on: June 13, 2015, 03:15:23 PM »

Yup, that's what it averages to, but like I said, lots of cheating and asset reuse went into the misc NPCs.

And the reference research, hmm, frankly it was just me spending a lot of time on google images looking up stuff until I found pics that "felt right" or matched my imaginary idea for characters. I also google specific items that I wanted to portrayed in a specific way, such as the captain's hat, the steward outfit, and in one case even a particular mustache :p
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