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Festival of Magic is an original adventure role-playing game in which the players must fight and farm their way to glory. Join Amon, a desert scavenger and his reluctant companion Gnart, as they unravel the ancient mysteries of Umbra - a world divided by light and magic. The game combines turn-based combat and farming gameplay with exploration and puzzle-packed quests. Grow spuds, tend barnacles and use your harvest as powerful ammunition and spells; load your weapons, team up your companions and get ready for an epic adventure.

Report article RSS Feed Creating the Miner

The character was designed with a design follows function mind set. We figured he'd have to have a bulky upper body, tree trunk arms and small legs, seeing as how he doesn't use them a whole lot. This guy is also the first NPC designed and made in 3D for Project FoM! We're pretty happy with him!

Posted by Hanska on Aug 2nd, 2012

Concept
The character was designed with a design follows function mind set. He works in the Crystal Excavation Site where his only function is to mine crystals and unearth the statue hidden in the huge stalactite discovered during the work.

We figured he'd have to have a bulky upper body, tree trunk arms and small legs, seeing as how he doesn't use them a whole lot.

This guy is also the first NPC designed and made in 3D for Project FoM! We're pretty happy with him!

3D
When doing characters like this, I always start in Zbrush. (High poly 3D sculpting package) I take a good look at the concept art, and try to visualize the model in my head. I go forth and block out the big shapes, concentrating on the silhouette first and foremost. After I got the basic shapes down, I start going into detail. I get to do all the little wrinkles and folds in the cloth, and the cool bulky anatomy. This isn't a hyper detailed character though, so I tend to spend a lot of my time just scaling, repositioning and tweaking proportions. Cause it's the silhouette and the proportions that make out the character.

High Poly Sculpt

After the sculpture is done, it's time to make this bad boy into game res. I use Topogun for the retopology. Basically what retopology means is that I use the High poly as reference, and "draw" on top of it to create the new, lower res geometry. When the low res is finnished, I go into Maya to lay out the UVs. The UVs are esentially a 2D plane of the 3D geometry that is used for texture painting. When the low res model has uvs - It's time to bake. Not cakes, but high res geometry and light! That's right. I use a program called xnormal. What it basically does is it projects the high res detail onto the low res model. Using the Uvs as a canvas. That's how the normal map and the ambient occlusion map is created. I use these maps when painting color onto the charater. The Ambient occlusion gives a pretty subtle shadow that only eccentuates the details in the model. And this seems to work pretty well together with real time lighting. So the character has ambient occlusion baked into the texture map, and a normal map that simulates lightning and detail information as another map. Making the model looking more detailed than it really is.

Texture map


Final Model



You'll be seeing more of this guy when he gets his tools and is ready to move!

Post comment Comments
rottenhedgehog
rottenhedgehog Aug 3 2012, 6:15am says:

The character design looks great!! Love it!

+3 votes     reply to comment
dCepT Creator
dCepT Aug 3 2012, 6:21am replied:

Sweet! Glad you dig! We can't wait to have this guy animated!

+3 votes   reply to comment
WeThePuppets
WeThePuppets Aug 3 2012, 6:20am says:

It's really neat to see your workflow from concept to final in-game model! And all of it looks amazing! Great work so far! Just curious, but what does FoM stand for?

+2 votes     reply to comment
dCepT Creator
dCepT Aug 3 2012, 6:22am replied:

Yeah, we figured we like to see those kinds of posts ourselves, so we didn't want to do any worse.
FoM is just an acronym that stuck for the WIP title. We had a title earlier on we decided against. We're working on what to call the game.. haha.

+3 votes   reply to comment
Hanska Author
Hanska Aug 3 2012, 6:31am replied:

Hey, thanks man! Glad you like it. :)

+2 votes   reply to comment
RUST_
RUST_ Aug 3 2012, 1:16pm says:

Nice character, good work!

+1 vote     reply to comment
Garyn Dakari
Garyn Dakari Aug 3 2012, 4:36pm says:

Love it!

+1 vote     reply to comment
Fib
Fib Aug 3 2012, 4:51pm says:

Wow that character looks amazing. Great job! I can't wait to him in motion. Thank you for showing the work flow.

I have a question though. Why would you want to bake the light into his texture? I'm assuming this character is going to be moving and animating in real time so wouldn't you want the light to be calculated in real time in unity?

+1 vote     reply to comment
Hanska Author
Hanska Aug 6 2012, 4:38am replied:

Thanks! I'm glad you like it :)

And for your question; You're right. I do want the light to be calculated in real time. But the light I baked into the character is ambient occlusion. Maybe it's not right to call it light. Cause it's essentially just shadow. The Ambient occlusion gives a pretty subtle shadow that only eccentuates the details in the model. And this seems to work pretty well together with real time lighting. Maybe I should edit that into my post. Thanks!

+1 vote   reply to comment
Fib
Fib Aug 7 2012, 3:45pm replied:

Oh now I understand what you meant.

+1 vote     reply to comment
wsworin
wsworin Aug 3 2012, 6:26pm says:

Very Cool!

+1 vote     reply to comment
Robo_Chiz
Robo_Chiz Aug 4 2012, 3:11pm says:

I wish I could model like that :(

+1 vote     reply to comment
gannonroader
gannonroader Aug 5 2012, 10:37am says:

Amazing.

+1 vote     reply to comment
Hanska Author
Hanska Aug 6 2012, 4:40am says:

Thanks everyone! Appriciate it! :)

+1 vote   reply to comment
booman
booman Aug 6 2012, 3:31pm says:

thanks for the quick tutorial. I'll have to try xnormal as I've been using Blender and having a hard time.
Your models are beautiful and cleverly designed. Great Work!

+1 vote     reply to comment
Hanska Author
Hanska Nov 2 2012, 4:35am replied:

Thank you! Xnormal is so easy, try it out!

+1 vote   reply to comment
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Earthlock: Festival of Magic
Platforms
Windows, Mac, WiiU
Developer
Snowcastle Games
Engine
Unity
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Official Page
Fomgame.com
Release Date
TBD
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Earthlock: Festival of Magic
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