Hi everyone! We are second year students from University of Hertfordshire and this is our WIP game demo project!
The summary:
A third person RPG set in a Tibetan inspired landscape, where water is sacred. Our protagonist, Jikai, along with his spirit companion, Cahya - the water spirit, goes on a journey to find what is causing the water of the land to dry up. In the level we are making we find Jikai and Cahya on their way to an ancient and abandoned temple. There, an angry spirit who has been feeding off of the water's energy awaits them. His unease and anger has cursed the water flowing from the temple and he is not backing down peacefully.
As we have 3 month to finish it. we will be doing a small piece to show the scale and feel, but it wil be a demo, not a full game.
This will be made in Unreal Engine 4, and be fully optimized and game-ready with interaction, such as climbing mechanics, collectables, an AI for the companion and UI.
Did you use marvellous designer for the clothing? The folds look weird. If you are using MD you might want to play with the material thickness/stiffness amd pinning to get some convincing results. If you are not using MD I would study fold and fall references.
Im the Character artist for this project. Yes I did use marvelous designer, I have some experience with it but still alot to learn.
What/Where specifically do you think looks weird with the clothing? For the sake of time Its very unlikely Ill go back to resculpt areas, having just finished Retop last week, but Im always open to keeping things in mind for future creations.
The trouser folds look deformed from one side and they don't look like a pipe deform that you usually get with that garment. It looks like you have to mess around with the simulation to get more convincing results. Including the cut of your garments. The side view of the figure looks odd, why is there a fabric bump at the back? You need to play with the resolution and material thickness and you can amplify or reduce the details in zbrush but you need practice and you need to study real life reference.
Replies
Hi everyone! We are second year students from University of Hertfordshire and this is our WIP game demo project!
The summary:
A third person RPG set in a Tibetan inspired landscape, where water is sacred. Our protagonist, Jikai, along with his spirit companion, Cahya - the water spirit, goes on a journey to find what is causing the water of the land to dry up. In the level we are making we find Jikai and Cahya on their way to an ancient and abandoned temple. There, an angry spirit who has been feeding off of the water's energy awaits them. His unease and anger has cursed the water flowing from the temple and he is not backing down peacefully.
As we have 3 month to finish it. we will be doing a small piece to show the scale and feel, but it wil be a demo, not a full game.
This will be made in Unreal Engine 4, and be fully optimized and game-ready with interaction, such as climbing mechanics, collectables, an AI for the companion and UI.
The team is as follows;
Catarina Rees - Environment Art, Prop Art
Diana Karakushyan - Environment Art, Lighting
Darina Koycheva - Technical Art, UI
Jay Mooney - Character Art
Rose Tolley - Animation
As of now we are working on the greybox and finalizing concepts. We would love some feedback and ideas to throw at us if you have any!
References;
Concept art for the temple (Diana Karakuashyan):
Character concepts :
Main Character - Jikai (Catarina Rees):
Water spirit companion - Cahya (Rose Tolley):
A first draft of the greybox:
Any questions are more than welcome! We shall try to keep this updated!
Hey Everyone!
Time for an update for Alpha! Things are going slow, but steady.
Here are some cool shots from our level, enjoy!
Some character progress:
We hope to hear what you think!
A proper video of the walkthrough and an animatic for the cutscene, which will take place at the end of the trailer!
Did you use marvellous designer for the clothing? The folds look weird. If you are using MD you might want to play with the material thickness/stiffness amd pinning to get some convincing results. If you are not using MD I would study fold and fall references.
Hi Kanga!
Im the Character artist for this project. Yes I did use marvelous designer, I have some experience with it but still alot to learn.
What/Where specifically do you think looks weird with the clothing? For the sake of time Its very unlikely Ill go back to resculpt areas, having just finished Retop last week, but Im always open to keeping things in mind for future creations.
I do have one more character to make after all :D
Hi Valoxiax
No worries, just a general reaction.
The trouser folds look deformed from one side and they don't look like a pipe deform that you usually get with that garment. It looks like you have to mess around with the simulation to get more convincing results. Including the cut of your garments. The side view of the figure looks odd, why is there a fabric bump at the back? You need to play with the resolution and material thickness and you can amplify or reduce the details in zbrush but you need practice and you need to study real life reference.
Good luck with the next one.
Hi there! Different team member here, updating how the project has been going!
Everyone is working hard before our final deadline on May 4th - here's where we're at.
Here's the temple interior:
We've been working really hard on the level and it's progressed a lot!
At the moment, we're adding additional details to the temple and character models, and finalising the animations.
Here's the current state of our trailer - obviously still missing animations but it's mostly to showcase the talents of our amazing sound designer.
And here's a demo of our gameplay animations!
Onwards to the final push!
Another update - this time with fresh screenshots!