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Olive's hair and level plan

  • Feb 8, 2016
  • 1 min read

This week I got on to trying to figure out how to model Olive's hair firstly I tried zbrushing a couple of the braids to see how well it would bake down.

I tried the original fairly high poly braid, sculpted it and baked it; this work fairly well so I decided to make a lower poly braid closer looking to what I wanted. I then sculpted and baked this and it worked so well that I am going to use this technique for all of Olive's hair.

After testing this out I decided to make a low poly braid and attach it to Olive's head, I also started to strip model her hair as shown in the pictures below:

However I am not 100% happy with the fringe at the moment, I am going to go back to make it more square rather than the pointy triangles it is now.

I also worked with Hazrat this week trying to get an overall feel for the journey through the level. So we made a visual storyboard showing the different elements we want throughout the level.

We also started working on a map view of the area so that James can use this to get the block out in engine more accurate. Using Hazrat's gameplay/level design drawings we pieced together the different segments creating a map. Here it is at the moment, I am still waiting on Haz to finish the last few segments so that we can draw over everything completely then hand it over to James to create in engine.

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© 2017 I_DO_TRI Amber Jamieson & James Broderick

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