Screenshot from Editor featuring the Stranded before they're engaged in battle.
161FPS with 6 programs running in the background. |
And here's a render from an untextured level: The Underground/Sewer Maintenance Halls
It all starts with the half-loop that forms the breather part. |
The breather is completed |
Secondary characteristic parts that won't bend are modeled seperately. |
Basic Topology is formed around the eyes/nose region |
Topology continued |
Rough version of the model is prepared |
Basic colors are assigned and a clean uvw unwrapping procedure is applied. This takes the bulk of the time. |
Basic Texture is generated. |
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. |
The Basic Texture is further iterated on. |
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. |
The standard Hoodie of the Stranded Asset, in low-poly |
Modelling The Stranded Asset's Hoodie, from standart low-poly model to smoothed in-game version. |
The Pants are modelled and added into the mix. |
Both the Hoodie and the Pants are textured, detailed and bump-mapped using Photoshop and Zbrush. |