Hi, Im here to talk about my Final Year Project Ive been doing at Staffordshire University. The basic gist of things is that I am designing and creating a character and accompanying art style for use in UDK. There will be some HLSL on the side so that in theory the character could be made use of in other engines as well.
This post will concentrate on the character concept: the post following this one will concentrate on research and experimentation of HLSL/UDK.
The character being designed is a witch called Abby; a simple happy go lucky lady who has a job as a runner and is ideal for a light hearted platformer. As such the accompanying visual style should be warm and colourful.
The initial course of action was to design a sort of default; a sort of general version of the character which can be tinkered and tweaked as I saw fit. It meant that there was something to compare the potential styles to. Here she is below.
A wide variety of initial sort of potential shading styles were produced, covering what kind of colours could be used, methods of shading and other potential operations. The colours for the character in this image were not final.
Producing another sheet of concepts played with the proportions of the character. It was decided that the third concept on the bottom row would be advanced further.
Another sheet was produced to further finalise the shader concept. The drawing itself is not particularly good, but the shader details are what were important at this time.
Feeling that the character needed more energy in the hair and that the concept needed some neatening up I redrew the character with a variety of hairstyles.
My peers had suggested going with a braid, so I produced a sheet with some included. Initial braids were too large and were adjusted to become thinner and less cumbersome looking (well, less cumbersome.)
With the character shape finalised the shader could be visualised a little bit more concepted a little bit more neatly after deciding on a colour scheme.
As such the character was rendered out below with the visual style below.
However, the pose is rather problematic and the perspective implementation left little to be desired due to trying to work with a rough, so a new image was drawn and rendered. Below is the final character and shader concept.
More will come on how to achieve this shader, tests, and whatnot. I hope to update this at least once a week.