Screenshot from Editor featuring the Stranded before they're engaged in battle.
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| 161FPS with 6 programs running in the background. |
And here's a render from an untextured level: The Underground/Sewer Maintenance Halls
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| It all starts with the half-loop that forms the breather part. |
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| The breather is completed |
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| Secondary characteristic parts that won't bend are modeled seperately. |
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| Basic Topology is formed around the eyes/nose region |
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| Topology continued |
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| Rough version of the model is prepared |
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| Basic colors are assigned and a clean uvw unwrapping procedure is applied. This takes the bulk of the time. |
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| Basic Texture is generated. |
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| A High-Polygon version of the mask is sculpted in Zbrush and Normal Map is generated. The second iteration of this sculpt is used as actual in-game model. |
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| The Basic Texture is further iterated on. |
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| The in-game model is imported into Unity and assigned the proper textures/shaders. The eyes are not done, they will have a transparent glint that lets you vaguely see the wearer inside. |
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| The standard Hoodie of the Stranded Asset, in low-poly |
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| Modelling The Stranded Asset's Hoodie, from standart low-poly model to smoothed in-game version. |
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| The Pants are modelled and added into the mix. |
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| Both the Hoodie and the Pants are textured, detailed and bump-mapped using Photoshop and Zbrush. |