— ROLE
Senior Character Artist
I was tasked with brainstorming possible solutions for the characters, both in terms of pipeline and aesthetics.
I explored potential eye shader solutions, texture approaches, and overall strategies for the character pipeline.
Zelia Pass
The Main character Zelia was in a proxy state and I was tasked with finalizing her and improving what was already there. I completed the textures on the existing model in a more painterly style and implemented a shader to better showcase the textures. The new shaders included a Half Lambert to reduce the amount of shadow on the character and a more cost-effective glass/metal shader. Instead of relying on perfect lighting in each scenario, we enforced a specific reflection to always be visible.
The Half Lambert shader reduced the amount of shadow on the character and allowed the diffuse color to be a little more readable. We also were able to tint the highlight color and shadow color.
Cheap Glass and Metal shader.
Base Body Pass
I started by refining the body, addressing issues like awkward proportions that stemmed from the absence of a well-defined base structure. Then, I carefully tailored the pre-made garment to fit with the newly enhanced proportions
After finalizing the body adjustments, I revisited the outfit, aiming to streamline the shapes for improved readability
We also experimented with the character’s face, exploring various possibilities and potential different expressions