Tuesday 4 March 2014

Character development

I have designed my characters with light body clothing and armour the main reason for this is due to the fact I want them to have abilities and agility that match their body type. 


Characters with light armour will be incredibly agile and fast. I have designed the character with varying detail along her body clothing adding detail in certain areas and keeping some areas light on detail this is due to the fact that with the intended movements required it is best to keep the detail light in order to ensure that that there are no texture issues with the movement.



Along with the character designs changing the art style for the game project has evolved to use a 3 step shadier, this has allowed for simple base colours on the mesh which means all the detail of the character has to be shown using normal map, but along with a normal map, I will be adding an ambient occlusion map on the characters to add more to the detail, as shown in this video this shows how the ambient occlusion boosts the details in my normal map.
-Created ambient occlusion map using Photoshop as this is a faster method than rendering it in Maya or xnormals

No comments:

Post a Comment