For the last couple of weeks I've had my head down modelling and texturing our characters (playable and non-playable) for the game. Both Buck & Dirk were completed many moons ago which has left the final two (for now) playable characters, Gwadys & Ruby, and the level enemies.
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The first real stage of development was the concept design. You can find a quick run through of Gwadys here: https://www.youtube.com/watch?v=RTd8SsPeSdo
After that I draw out the character's reference drawings to aid the modelling process before placing them into Maya to start the modelling process. I've been using a box modelling pipeline rather than my normal Z-brush-Retopology pipeline because I feel I can get it closer to the original concept as well as keep the polycount down seeing as though the characters are seen from further away during gameplay.
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After finishing with Gwadys' head and moving onto her body modelling I went through the UV process using unfold and layout within the Maya UV tools. I actually really enjoy this stage and its one aspect of the more recent Maya versions I think Autodesk have gotten absolutely correct. UV unwrapping used to take hours in the past. It now takes a fraction of the time, even with a more complex character model. Don't get me wrong it isn't perfect and it can throw you for a loop with some odd quirks but overall these are the best UV tools I have ever worked with. The next stage will be painting Gwadys within Substance Painter.
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