I was hired to create some models for an upcoming mobile videogame called "Dizmember".
The idea is model in 3D the different pieces of the characters to later made of those pieces the sprites for later programing.
The challenge with this project is to model the pieces based on previous concept drawings, when I have the low-resolution model ready, I have to unwarp the texture coordinates; essentials for the next process, later using the low-resolution mesh to create high resolution mesh to sculpt the details and create the texture maps on Mudbox, here I extract the relieve information trough a displacement texture map, and also extract the texture on the diffuse and specular channel to reuse them in the low-resolution mesh.
This new low-resolution mesh I exported into a previously rigged character to create the different sprite poses required for the game.
The experience was challenging due my knowledge on sculpting tools was very basic, and I decided to pick Mudbox as my sculpting tool because I'm more familiar with Autodesk products, during my learning curve on the application I had to figured it out how to create my pipeline and process, sometimes I was frustrated to don't know how to do it, but thanks this I achieve the enough experience to tailoring the tools and the process to fit them into the project.
At the end in this first phase I realized 24 different pieces between, legs, torsos, arms and heads, hope to share soon more information about the game.
Here's the game for Android users:
https://play.google.com/store/apps/details?id=com.appsolution.dizmember&feature=search_result#?t=W251bGwsMSwyLDEsImNvbS5hcHBzb2x1dGlvbi5kaXptZW1iZXIiXQ..
iPhone version is coming.
The idea is model in 3D the different pieces of the characters to later made of those pieces the sprites for later programing.
The challenge with this project is to model the pieces based on previous concept drawings, when I have the low-resolution model ready, I have to unwarp the texture coordinates; essentials for the next process, later using the low-resolution mesh to create high resolution mesh to sculpt the details and create the texture maps on Mudbox, here I extract the relieve information trough a displacement texture map, and also extract the texture on the diffuse and specular channel to reuse them in the low-resolution mesh.
This new low-resolution mesh I exported into a previously rigged character to create the different sprite poses required for the game.
The experience was challenging due my knowledge on sculpting tools was very basic, and I decided to pick Mudbox as my sculpting tool because I'm more familiar with Autodesk products, during my learning curve on the application I had to figured it out how to create my pipeline and process, sometimes I was frustrated to don't know how to do it, but thanks this I achieve the enough experience to tailoring the tools and the process to fit them into the project.
At the end in this first phase I realized 24 different pieces between, legs, torsos, arms and heads, hope to share soon more information about the game.
Here's the game for Android users:
https://play.google.com/store/apps/details?id=com.appsolution.dizmember&feature=search_result#?t=W251bGwsMSwyLDEsImNvbS5hcHBzb2x1dGlvbi5kaXptZW1iZXIiXQ..
iPhone version is coming.