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This is a screenshot to show the step by step and workflow creating the low-poly model. Initially focusing on the bigger loops and shapes of the character, and slowly filling everything in, retopology should be swift because of the optimised mesh. Perfectly symmetrical and decimated, we are aiming for seamless retopology in order to easy UV, rigging and animation.
Initially, we started experimenting with different clothing, shapes and accessories. We had several outfits done in order to see what would match the vibe of the game and how this would blend in visually with the rest of the build and environment. We steered towards something light, magical and fantasy-like features, such as elongated ears which resemble elves, feathers and whimsical assets on the sleeves, which reinforce the creative personality for this game. For accents, we used gems to cohere to the gemstone/crystal theme and make the character blend in, but also stand out.
In Trimester 2, I focused on creating and refining this dress to suit an adventurer of prestige, potentially originating from higher class of society. She uses a light colour tones of greens and whites to show a connection to nature, with is further reinforced with leaf like accents on her sleeves, dress and socks. She also has large, elf like ears that feature paints and patterns, which can be seen across her face and arms too. These are intended to relate her to nature, but can also reflect on her connection to a family or faction she hailed from.



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