Amnesia the dark descent art

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The purpose of the sculpting pass is to create details that can be projected on to the final in-game mesh to make it look more detailed than it really is.

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When the the base modeling was done, the mesh was taken into Zbrush for a sculpting pass. The basic mesh created before importing into Zbrush. In this case the rig would be shared with another character from the game and therefore needed to be built under certain specifications (joints in specific places, etc). Using already existing meshes as a starting point is, when possible, very important for production efficiency.Īnother thing that needed to be taken into consideration was how the character would be rigged for animation later on. This meant that I could easily use a regular human base mesh as a starting point. The character was based on a human body type with various deformities and modifications done to it.

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an arm, a leg or some cloth piece) to save texture space and maybe some production time when modeling game characters. Usually it is possible to mirror some parts (e.g. As a modeler the first thing I noted about this character was that the concept design demanded it to be completely unique in all of its parts.