After producing the concept art and the model seen below in the October post, this is how our art director and lead character artist made the latest and greatest iteration of Lirec.
First, he sculpts the base model:
Then, he adds the character’s cloak:
Lastly, he uses a technique called “normal mapping” in order to add a high amount of detail to the character model without sacrificing gameplay performance:
Now, the only thing left to do is rigging and animating the character before we can put him into the game, which our animators are currently working very hard at.
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