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"Lumo Journal: Week 4"

Posted: 22 May, 2023

Lumo Journal

22.05.2023

Started working on the player character. I have a front facing concept, from Wil Overton, that I'm using as the basis of the model, but I've never done a video game character before. Paul Large has done them up to now, so this is a bit of a stretch for me. I’m taking my time. Today I got most of it blocked out and managed to keep the topology tidy.

23.05.2023

Still taking my time with the sculpt, but I've done the main bits that I was worried about. Exported a quick and dirty FBX into the build, and the proportions look fine. The most iconic bit's still left to do, but I think I'll get away with this. Not exactly AAA, but not exactly Eh?, either.

24.05.2023

Finished the sculpt, and started on the low poly model that I’ll bake the details onto. Horrendously tedious, and I can't wait for AI to do this at the push of a button. With perfect edge flows...

I think I'm about half way, with all the hard stuff left to do...

25.05.2023

Thank f*** for that. Low poly done. The bake came out pretty much perfectly, just the hands causing problems but, as I made a mess of their low poly, I'm not surprised. Started texturing; did a base pass to get the colours right and set up the materials so I can test the textures in-engine.

26.05.2023

Got the majority of texturing finished. Just the feathers, cape and scarf left to do.

The character's less detailed than the original, but I think that's ok. Not planning on any close-ups. Main thing: I finally made a character end-to-end! It’s not amazing, but I've seen worse, and importantly, that’s a big hurdle. It’ll save me pestering friends to make characters for me in future games.

At least that velvet came out alright.

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