Michael Weideman: Character First Pass

Hello again, I’m back.

This is going to be posted pretty much instantly after I finally posted my midterm update. So if you read that, you’ll have a good idea about where my character is in the development so far. If you haven’t then I’ll give you a quick breakdown.

First off, my “game” is intended to be a horror game. Because of this the character that I’m creating is a creature. I’m basing the creature heavily off of an already existing creature from the game GTFO (look it up, I’m not kidding). Those who read my earlier posts might realize that this goes greatly against my original idea for a creature; and they’d be right. I decided against the quadrupedal creature mainly because I’m not that amazing at modeling and I’ve never rigged a character before in my life so I decided that a biped human-esque shaped creature would be better.

Here’s a screenshot of the creature so far.

This creature is already optimized in this image. I did the high to low workflow that z-brush is so good at (Dynamesh until general shapes are aligned then Zremesh and project to get subdiv levels back) so I really only need to paint it and add some final detailing.

That’s everything for my character. I’m quite happy with how its turning out. Of course my game setting gives me a major advantage in that the mansion will be pretty dark making it look much better than if it were in studio lighting.

Anyways, thanks.

Michael

One Comment Add yours

  1. Kirsten says:

    I know it’s not quite what you had in mind for the monster of your game, but I like the new design a lot. The head reminds me of cells/bio structures and is reminiscent of clickers from The Last of Us in a way. I can see this being a really scary creature after it gets some cool textures and starts moving!

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