Once I had finished the design for the character in the PC version, I drew her in the simpler version for the mobile game. I also added less destales to her texturing so it doesn't get to busy. I made sure her main features where still present, like her flatter chest and bigger nose and eyebrows, to keep her recognisable. For this reason I also kept her outfit and hair the same. As her head is so much bigger, I made her feathers, hands and feet larger as well, to help balance out the proportions.
When modelling the character, I tyed to keep the poly count as low as possible, wile still keeping the shapes that where needed. Once I finished the body, I duplicated faces from the main mesh to make the hair and clothes. I wanted these parts to be separate so they could be changed with customisable elements.
For the texturing, I was going to use mostly block colours, then use the lighting to create the shadows and highlights, but I coden't get that to work right, so I desided to paint the dimentuns instead. Because of this, I uses a large PDF file first, so I could plain in the level of detail I wanted, then shrunk this down to the allowed size. I also put her clothing on a different texture map to alow more space to pain. But this also means that another clothing texture could be layed here, saving space all around. One problem I found was the way I cut the hair UVs. As part of her ponytail was cut with the rest of her hair, I couldn't get the two parts to line up correctly.
Overall, I really like the results of this character. I think her feachures work well for a low poly model and the texure map helps it seem more deataled. She did end up being more polys then I thought, but this was due to her rock legs being in so many parts. My UV layout could also be a little more compacted, but it is organizes in a way that similar parts are put together to make identifying them easier.
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