Website powered by

Rage Haven / Panda / Character modeling

The main character for the rogue-lite game Rage Haven in an isometric view. The high-poly character was made using a combined ZBrush and Blender technique using hard surface assets. Low-poly: retopology in 3D Coat, creating analogues of hard-surf objects in Blender. Presentation in Marmoset Toolbag.
The main task was to select a visual stylistic solution that could inspire and set the visual style of the game. The main challenge was balancing between creating a “realistic” character and a preliminary rejection of casual graphics, taking into account all the specifics of the game genre.
The result was a semi-realistic style with rough contour outlines and clean surfaces. The decision to add strokes to the characters and simulate strokes on the surface allowed us to abandon the need to create fur for the character.