Update 07: The Evolution of Hult BeetleWrangler
Over the last couple of months, we’ve moved from having a few initial character concepts created, to commissioning our first 3d model.
Our goal was to kick off a process of rapid iteration, that would allow us to see something more tangible than concepts, and use that as a basis for learning about and iterating on our style, relative scale, pipeline, etc.
Stylistically, we’re shooting for a look that combines low-poly, with a higher fidelity hand-painted look.
We want to capture the charm and recognizable profiles enabled by going lower poly, without pushing into the exaggerated stylized look that’s more common today.
Another goal with keeping to simpler hand-painted geometry (geo) is to allow us to provide a wide variety of different looks, while keeping production time (and costs) down.
We’ll have to test this theory - since painting still takes time - but in either case, we like the aesthetic and we’re learning things that should translate to greater efficiency over time.
Plus, it seems like we can add some really fun elements, without having the need to model them in 3d.
This texture iteration just came in this week from Marie. She’s introduced some extra details like:
more asymmetric details in the plate & cloth
replaced the simpler scales with detailed mail
started pushing details on the leather
added a emblem and other gilding
This is allowing us to see how far we can push the details, without creeping into the photorealistic realm.
It’s also allowing Ali and Marie to find issues and improvements with our current 2d to 3d pipeline, as we apply the textures to our geo.