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
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