First off, happy 2014
can't believe it's 2014 already
So if you have a keen eye you might have noticed the models look quite different
I've been hard at work for the past 8 days straight remaking the character models.
partly for technical reason, and to fix some stuff i didn't like about the old models.
I thought since it's the start of the new year, and the main 3 are fully finished, i do a devlog revealing them.

This was kicked off by me wanting to improve my skills, for a lack of a better word, i wanted to top myself with this one, like actually use methods like baking mesh maps, better UVs, rigs, topology etc.
starting off with terry of course, this would be where i set one or two rules for myself for this entire process:
1.these wouldn't be redesigns, i would be sticking to the original designs as much as i possibly could, i didn't want to redo progress that much, and i was partly afraid the new designs would be inferior.
2.Optimise.
this wasn't an issue for the game engine (yet) but Help Wanted 2's models kind of showed me that, yes, you can have low poly models that still look great.

Terry is obviously the least changed from the bunch, because the original was good enough so no reason to change that much about it.
the notable things i can talk about are:
his teeth now look better, not having an uncut piece in the middle and being weirdly squished at the bottom.
the lines on his suit are now all horizontal, instead of being just vertical on the torso.
more fur balls, just a little flair to his design.
his collar and wrist puffs are now a lot less sharp, looking like actual puffs.
and i tried to play more into his eyes being the creepiest aspect about him, like darkening the inside of his head more.
and his UVs are MUCH better, only using 3 materials (technically just one, not counting the eyes and hair parts) and having a tri count of 68K
instead of the original where he had, no better way to put it, really fucked up UVS (i am amazed how he didn't look like PS1 model Jesus Christ) around 5 materials (3 not counting eye and hair) and a tri count of, 417K
(for reference, scrap baby from help wanted 2 has 109K tris)
so, you could say, a bit of glow up, at least technical wise
next one was Jenny

This one has to be my favorite out of the 3
the original jenny model was the hardest to design out of every character
at first i went with a funtime look, having plates on her body, but later changed my mind and made her suit be made from fabric, then i went with a mix of funtime, glamrock, toy, a little more si-fi



now you would think that after all that it would leave a good design that went through many trial and errors, but, eh?
her suit (specially torso) looks extremely weird, and after the redesign, her face just looks plain ugly.
(ignore the bottom bit idk what that is)

the new model has better hair, looking exactly how i do when i get out of the shower (deadass)
her suit looks nicer
better color scheme
and i feel as if her personality has changed, for the better.
i always took inspiration from glamrock chica from security breach for how Jenny would act.
the OG model always looked, too wise, and knowing.
where as here she is clueless.
nothing behind those eyes

on the technical side
once again, UVs have been improved, a lot.
and once again only using one material (not counting the eye)
83K tris
the OG had 475K (oh my god)
moving onto
Carl

this guy
let me tell you
he was an absolute fucking nightmare to remodel
when i started i decided i wanted his face and body to be made of one single rubber piece, as oppose to the normal fnaf style
this was an i idea i kind of picked up with jenny's suit, making it into one single piece instead of segmented, something i might keep going with in the rest of the remodels
after that came the withering, which wasn't that big of an issue
the problem came with the UVs
as you can imagine, UV unwrapping an endo infused character, is really fucking hard
i had to find a good balance of the UVs not being repetitive, and also not pixelated
i tried using a blender addon that automatically placed UVs for you in the best way possible.
it did not place the UVs in the best way possible.
so i had re UV him by hand
then came the texturing, and for some reason substance painter decided it would be really funny to, for no reason at all, take longer to compile the shaders on this particular model
some tiny rigging trouble later it was done
my god
design wise i tried to make him more, realistic
the older one looks bulkier and is bigger than the new one, but i think it fits Carl's role
it might make him less intimidating, but i'm happy with it.
technical wise:
he uses only 1* material (this time the eye mat is baked into the main mat)
his tri count is 140K
the OG was 500K
and that should be all for now
we're back at work and moving things along
i probably won't show the rest of the remodels, considering i'm a little more, "secretive" with the rest of the character roster
stuff is coming soon, hopefully.
3 comments