Creating a 3D Anime Character From Scratch (Part 2): Project Feline Indie Game Dev Log #13


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PLAY THE PROTOTOYPE: https://raymondafcripps.itch.io/feline
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In this indie game dev log episode, we will be continuing the development of Gabriella’s in-game character model for Project: Feline! We will be transforming the base humanoid mesh into Gabriella by adding in her feature characteristics, like her eyes, mouth, hair and her feline ear on the left side of her head. We will also be fully modelling Gabriella’s reflex-augmenting FELINE suit in full detail, and I’ll be sharing my thought process on designing sci-fi armor! I’m modelling this character using Blender 3D, and taking inspiration from the style of Japanese anime/manga. Be sure to subscribe to see more videos like this on indie game development!

Part 1 – Starting the Base Model: http://youtu.be/iHoCMiUD5-Q
Part 3 – Texturing: http://youtu.be/7ENqECyQZuc

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Patrons:
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– Alekren
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– SlateDave
– Mitchell Reid
– Gustavo Pantoja
– Sean Wallace
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Art Credits:
9:28) Fan art by Alyyatt
9:31) Fan skin by AnimeFrenzy
9:33) Fan art by gsy
9:36) Fan art by HiperSajt
9:39) Fan art by MogilColcol
9:42) Fan art by NekoKakusu
9:45) Fan art and animations by FunNut
9:50) Fan art by Omega17
9:53) Fan art by Ryder Whitelock
9:56) Fan art by SpuKI

Music Credits:
0:00) Anenon – Embers and Ashes
0:58) Small Dust – Nope
5:16) Cutside – Secret Of 3rd Planet
6:42) Fascinating Earthbound Objects – Laidback
8:43) Broke For Free – At The Count

“Embers and Ashes” by Anenon and “At The Count” by Broke For Free are licensed under a Creative Commons Attribution 3.0 Unported Licence (CC BY 3.0): https://creativecommons.org/licenses/by/3.0/legalcode. “Secret Of 3rd Planet” by Cutside is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported Licence (CC BY-NC-SA 3.0): https://creativecommons.org/licenses/by-nc-sa/3.0/legalcode “Laidback” by Fascinating Earthbound Objects is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 United States Licence (CC BY-NC-SA 3.0 US): https://creativecommons.org/licenses/by-nc-sa/3.0/us/legalcode.

#indiegame #devlog #characterdesign

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37 responses to “Creating a 3D Anime Character From Scratch (Part 2): Project Feline Indie Game Dev Log #13”

  1. Thank you all so much for watching! Hopefully it won't be too long a gap before part 3. If you have any thoughts, suggestions or questions about the process so far or where it's going, feel free to leave them down below!

  2. The redesign of the thigh armour looks good, not so clunky. But now the calf shell looks chunky.

    I was wondering why it is called the feline suit. Does it have a functionality like Portal's jump boots, as in, increased jump distance and height and safer landing/max drop height?

    Purely for aesthetics, although probably a lot more headache and modelling, I would have formed the foot part different…if I had the skills….
    For one, I would have made Tabe, boots with the big toe separate to the others, which makes climbing pipes easier. I probably would also have isolated the pinky toe, remembering from other videos that barefoot running uses the pinky for foothold and balance, particularly when turning. Just make sure that the suit has a physical limitation to how far it can flex, or injuries are likely.
    This might be an alternate skin to be unlocked…

  3. Hello I love your work and have a question regarding rigging. Do you rig your characters so they are the same as the default ue4 mannequin skeleton? I have been trying to find out the easiest way to do so in order to use marketplace animations via animation retargeting but have had no luck finding references. If so, could you point me towards somewhere that would teach me this? No worries if not, cheers for any help 🙂 good luck in your future endeavors!

  4. I got a short story for you.
    I got into 3D Design for a smaller MMORPG that has since shut down. I really wanted to help this small team create fun and awesome new items and costumes for the in game characters. It took me a very long time, as I was completely new, self teaching and was a community volunteer, not a staff member. I must add that this game was also rather old, stylized, and low poly. Painterly textures, and many quirks such as the engine needing all poly's converted to triangles.
    After the shut down, I wanted to try my hand at Indi game development. My first aim was to design base character models, as I wanted the world to be created to scale off the characters, so everything felt cohesive. I hit a brick wall. Trying to update my style and becoming frustrated as after a day of work, I had not achieved nearly as much as I used to. This happened day after day for over half a week. Watching these last two videos of yours, and hearing you say it took you several weeks to hit the stage you're at now, was so intensely refreshing. I honestly thought that I was not simply stuck, but I had hit my artistic maximum and would only stay in a sort of artistic limbo hell. But, if what you're saying is true about your time frames, I was right on track for learning to delve into higher quality more professional looking models.
    I'm going to give it a try again. Thanks for the video, and best of luck in the future. Cheers.

  5. @Raymond Cripps I have a question if some one asked u to make a 3d model for them will u do it for them ? ( I want a 3d model for me and its to hard to make it my self and I'm not good drawing as well and i really want a 3D anime looking model for my self the char that i have for picture, some one draw that fore a friend of mine and i asked them if they could make at least the first draw looking thing that u make ur model out of ) if u could do that for me ill be veryyy happy if not it's allright i tried at least. Ty for ur time

  6. I love what you're doing. Creating your own game… I have a question: is this game gonna be for PCs, like X Boxes, or on phones and tablets and such. Cause I think it would be a good idea to make it to be on PCs AND phones and tablets, which would make the game more popular [ if that's possible]. I just have EXTREME respect for what you're doing😋. And the game looks fun to play already! You have inspired me to start computer coding.

  7. nice game I must say but.. when I played it i found it a bit weird to know which side the characters was going to jump on at the 2 cylinders which are close together, for some reason I can just normally jump on the other one and instead go off the map or stay on the same and I don't know when I need to jump to get perfectly on the next cylinders. still, keep it up

  8. iv been here lurking since i think log 4, i'm glad you still going strong in this one and hope you manage to realize your dream, oh and nice redesign of the F-line Mark 4 costume hehe, keep it going

  9. Is it reasonable to keep this high detail in your characters considering how much work it is to create a game as an solo dev? Looks amazing thought! 😍

    Very clever use of references with Sketchfab! Incredible how much work it is to create awesome characters. Good job! 💪

  10. i don't know if you did this ,but for the suite u should have made a block mesh first to test the deformations and how it would work..etc and after thato sculpt rough model which makes it easier to redesign then retopo it, u might need normal maps from it later on.

  11. Hi, nice video, I'm wondering if you are planning to use normal maps on the character? My suggestion is that,even if you aren't, after finishing this low poly modeling fase, duplicate the geometry and add chanfers, and contention loops and subdivide the model. Then either on blender o zbrush separate each part on too a subtool / part, and add things like wrinkles and folds on the cloth, variation and detail to the hair, this afterwards will translate on nice detail normals, curvature, and AO, map, that then you can use as mask to give more details which by hand can be really hard to get. Other than that you are doing a great job !

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