Modular Medieval Characters Development

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A total of nine outfits with 4-5 texture variations for each. This took about three months from the initial planning and figuring to having them all rigged and working in Unity engine.

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Working with the developer, we defined a minimum amount of faces/skin variations needed for launch. In order to make deadline, I had to average about one character in two working days.

Alex javor

Such a tight deadline didn't allow me to redo things many times for qualities sake, but texturing so many dirty white dudes over and over helped me improved my texturing workflows for realistic skin considerably.

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I got about nine hairstyles and as many beards completed. This was a good primer for figuring out efficient workflows for hair card placement.

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I also got my feet wet with SpeedTree a little bit -- I made the bushes and trees in just a few days. Very easy, fast, and flexible program to learn. I highly recommend it.

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I made assets for two biomes, based on a northern forest aesthetic. A muskeg and a forest. I set up some quick demo scenes to help the developer understand how the assets can be used.

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Modular Medieval Characters Development

Here's a bunch of dudes I made for a hobbyist-made Unity TBS game. The heads, hair, hats/helmets can be swapped out.

I did all of the modeling, texturing, and rigging. It took about three months. Some of the outfit textures are procedural materials from