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[WIP] Coût de Couture - Final Year Game Demo @ UH

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Undergraduate Final Year Game Demo @ University of Hertfordshire

The fantasy fashion capital of Brocatelle awaits your prowess in Coût de Couture, an action role-playing & management game where your strength lies in creative style and strategy!

Design and grow a couture brand unique to your whims on your journey to stardom as a Mage Modiste raring to conquer the forces of fashion and evil alike while helping others discover their beauty within.

ʚ・ ୨୧・ ɞ

As a recent graduate, you have been entrusted with your very own boutique and workshop, funded by the state while you find your footing.

This tutorial demo will introduce you to the game's core mechanics of material hunting, clothesmaking and dress-up as your character prepares their initial fashion line before their boutique’s official opening.

Below you will find our development progress as we work on building this project throughout the year from late September to the end of April.

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CORE TEAM

Mai Linh Au - Project Lead & Environment Artist

Lulu Ross-Bouquet - Character Artist

Amanda Hui - Prop Artist

Kaveesha Amarasinghe - Technical Artist

Callum Highfield - Animator

Alicia Lee - Animator

Matthew Whiley - Concept Artist

ʚ・ ୨୧・ ɞ

FREELANCERS

William Fallows - Programmer

Robbie Coleman - Programmer

Devon Fell-Smith - Concept Artist

•·················•·················•

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  • omaii
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    omaii polycounter lvl 2
    To start off I'll post my progress and development of the two key levels in our demo thus far:
    • the Sewing Room, where our player character weaves fabrics, sews clothes and dresses up in preparation for battle
    • the Silken Forest, the tutorial hunting ground for the player to harvest crafting materials for making fabric and embellishing their clothing
    Blockouts have all been done in Unreal Engine 5.3.2, which is our engine of choice for this project.

    Our game will take place from an isometric-like camera angle (we've run into problems with lighting when trialling a true isometric angle unfortunately - no shadows casting), so the blockouts have been created with this in mind.

    Old camera angle

    However, we have plans to develop a more sophisticated camera system that could allow the player to perhaps zoom in on the character whenever they want to admire the crafted details of their clothing creations, or facilitate the ability to switch into a third-person camera.

    Sewing Room

    Our protagonist’s workshop of wonders is where they work their magic for style and in style. It’s a humble little abode for now, but that doesn’t stop it from being filled to the brim with this tailor’s creative crafts and a magnificent wardrobe.

    This room started out quite big, mostly due to my own scale blindness ^^; 


    Following feedback from our initial Concept Presentation in class, I scaled back the dimensions to be more snug and cosy, something more fitting for our character's very first personal studio.
    Below is a quick diagram I made to abstract and summarise the layout of the sewing room.


    Silken Forest

    These woods are the domain of silkworms and moths with trees all adorned with delicate gossamer threads woven by its inhabitants. Beyond silk, weavers can also find other soft flora for their fabrics, such as cotton and flax.

    The forest is a more underdeveloped location as of this post, as we still require more concept art and development to fully realise the vision. As I will be responsible for foliage production I have started out roughing some concepts and ideas for generic foliage population.

    So far I've taken most of my inspiration for the foliage from various characteristics of different silk moth variants. The generic foliage will be a lot simpler, as I am considering reserving the slightly more detailed leaf designs and compositions for the mini-boss we have planned at the end of the forest, where the player will encounter a "queen moth" of sorts at the home nest of the forest's silk moths and worms:

    This diagram from our most recent presentation summarises the overall intended flow for the forest level:

    For this segment of the game, gameplay-wise it's quite inspired by games like Hades at the moment (huge fan of the hack-and-slash combat!), only without the roguelike element of procedurally-generated rooms because that's a bit beyond our scope and skill ATM. So the level here is somewhat akin to a dungeon crawl I guess, although it's not actually in a dungeon of course! The player can obtain materials like silk by defeating the silk moths and worms, which they can use to then create silk fabric and garments.
  • omaii
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    omaii polycounter lvl 2
    Started doing some rough grass models/cards and a very rough tiling texture that still needs a lot of work. I made these mostly to get over the hurdle of starting them xP

    Cards: 256x256


    Maya models (WIP)


    Substance Designer Tiling Material (VERY WIP)


    and a super rough test in Unreal just to get the master materials set up:

    It's likely for this project that we'll move away from PBR and try to make our own shader that better conveys the look we want (which we're admittedly still a little undecided on, but we know we want to veer away from "traditional" hand-painted looks; we've been investigating painterly/drawn-texture shaders!)
  • omaii
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    omaii polycounter lvl 2
    Spent a few hours yesterday doing a first rough go at a dirt material for the scene, which... honestly turned out a lot better than the grass one above since I actually took the time to observe existing examples and analyse the techniques other artists have used to make their stylised materials xP It doesn't really fit too well with the grass above as a result, but I plan to rework the grass this week anyways by looking at more examples and techniques. I may also paint/draw some concepts to reference for myself.

    I don't really like how unblinded and crisp the "brushstroke" shapes are right now, it feels more reminiscent of a bark/woody painterly texture so I'll be looking into how to soften and blend those better this week.
  • ThisisVictoriaZ
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    ThisisVictoriaZ polycounter
    Hi!! My first thought when looking at your dirt material is that your normals are probably too strong between the brush stroke layers, and the pebbles you've go look a bit too blurry/undefined. I think it would be a good idea to study the way realistic dirt textures are created, to better understand the fundamentals of the shapes and colors present, because I also agree its coming off a bit tree bark-y. I would recommend this tutorial for making stylized and painterly textures in designer https://www.artstation.com/marketplace/p/orO2/handpaint-ghibli-style-texture-with-substance-designer-2020-1-2?utm_source=artstation&utm_medium=referral&utm_campaign=homepage&utm_term=marketplace it helped me out alot!!
  • Callum_Highfield
    Hello, I am Callum Highfield. One of the two 3D Animators on this project.
    Whilst the character rig and mesh are being worked on I downloaded a rig from the internet and began experimenting with animation stylisation.
    One of our main character weapons is a rapier, so I researched into how it will move.

    Here is the most up to date animation:
    https://www.youtube.com/watch?v=-Y_4VN6WJvo

    Older version of the animation can be found here:
    https://www.youtube.com/watch?v=B-qFsJYJveg

  • omaii
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    omaii polycounter lvl 2
    Made a start on some foliage test models yesterday in SpeedTree. These were put together using the bush and tree samples included in the program with some tweaks to get them to look more how I personally want them. Glad to have some stuff to start throwing into Unreal now and gradually refine and polish :)
    There will naturally be more variations of foliage to come but I want to start gradually filling everything out and replacing bits where needed. Generally the materials and textures will be the main things I look to polish, as well as some light shader work. I definitely want some stronger gradients on the foliage.
    imagepng

  • Neyuumi
    Hiya! I'm Kaveesha and I've been working as the rigger for this project.
    So far its been smooth sailing with getting the rig together with a base model, though this time I did try to add some extra joints to help with deformation for the muscles, its allowed for an easier time when skinning the model for sure!  :)

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