Monday, January 13, 2020

FMP: Week 2 Monday

On Monday I started on the character model in zbrush using zspheres, keeping the tail, head tufts and ears as separate subtools:


I tried to keep the major forms, with chunky thighs and hands, but lithe shins and upper arms:




Friday, January 10, 2020

FMP: Week 1 Friday

On Friday, I took a break from blocking out and started on some tileables in substance painter so that I didn't feel like I was working on a blank slate as much.

I went into substance designer and made 2 different weave textures using different methods, the first was made through my own intuition and the second was made loosely following this breakdown in a more stylised manner: http://www.qt-ent.com/substance-breakdown-wicker/


I used a weave generator and directional noise to create a simple weave


I transformed shapes into round tubes to be tiled

Then I converted the value data into normal map, ao and gradient map details.


Thursday, January 9, 2020

FMP: Week 1 Thursday

On Thursday I started blocking out the environment in 3ds max, importing it into UE4 to check the scale:

Blocking out in 3ds Max

Checking scale in UE4

Wednesday, January 8, 2020

FMP: Week 1 Wednesday

On Wednesday, I polished the environment concept:

Final environment concept
I placed the three characters in their designated spots: guarding the treehouse, fishing and gathering berries. I kept the sharp design for the berry gatherer as looking unapproachable would be beneficial to someone who didn't want to be attacked by predators while collecting fruit in the wild, and the grey and green colour scheme would help them blend into leaves and rocks.

Tuesday, January 7, 2020

FMP: Week 1 Tuesday

On Tuesday, I worked further on the character and environment concepts I had before the FMP started:

Main and secondary character sculpt concepts
Start of environment concept
I wanted the guard character to feel a little bit sharp and threatening, as well as being a colour that could blend into the woodland. I made the legs thin to suggest speed and lithe movement, but the hands large and reliable for attacking with power. I combined the sharp elements (fur, ears, claws, tufts) with rounder elements (beads, large hands and thighs) so that he would give off a friendly protector vibe- someone you know is an ally but wouldn't necessarily want to interact with. For the species, I wanted a mix of wolf like elements and lynx elements to create a sharp woodland hunter.

For the secondary fisher character, I wanted to give them some sturdier anatomy without straying too far from the original anatomy (which would hopefully make it easier to sculpt later too). This character was designed with a rounder and more friendly intent, with pudgier legs and rounder fur, a shorter muzzle and round ears. I decided on a tiger pattern because of their love for water (and a cat's love for fish).

I wanted the environment to be chunky and stylised, which would fit with the pocket-sized chibi theme of the characters with a focal point at the top of a hill, but with other interesting elements on the way. I wanted it to showcase my VFX evenly throughout the scene with water pooling at the bottom and wind vfx on the foliage at the top, while leading the player through differently themed characters.

Monday, January 6, 2020

FMP: Week 1 Monday

On Monday, I gathered together all of the tutorials and reference that I thought I would need throughout the project. When possible, I drew inspiration from the Penan tribe in Borneo (Southeast Asia) and mixed it with some western elements (like the wooden treehouse and fishing rod instead of using straw huts and spears for the fish). Specific Penan tribal items included blowpipe spears, baskets and weaved patterns, loincloths and beads:

Environment Reference

Foliage Reference

Penan Tribe patterns and baskets

Penan tribe blowpipe spear and stylised fishing rods

Treehouse reference and trimsheet planning (added later)

Seashell and starfish reference

Wood reference

Chibi anthro reference

Cloth reference