Characters

  • Protagonist for the western level.

  • Protagonist for the horror level.

  • Protagonist for the romance level.

cHARACTER Workflow

I created a base mesh based off the rough dimensions of our western main character, that was then used for rapid development of other characters.

All characters were dyna meshed, sculpted, decimated in Zbrush before being exported to Maya with separate accessories for easy retopology and baking.

Retopology was optimized for animation, leaving a large amount of the polycount budget within joints and the face.

  • Main Characters retain around: 15-20k Tri count

  • Other Characters retain around:: 10-15k Tri count

Texturing was done first in grayscale values. using generators and custom masks before going into more hand painted details around the larger areas of the body and face.

  • Designed to be easily discernable at a distance while keeping exaggerated features.

  • Designed to feel stereotypical to a western outlaw; grittier, older and meaner.

  • The “final girl” for the horror level was designed after classic cheerleader looks, complete with high ponytail. We gave her a younger prep look to contrast Syds design.

  • The twin brother of the main character for romance. Model was reused from the main character and flipped.

  • The female romantic interest for the romance level was designed after classic telenovela outfits and hairstyles. We gave her a sultry mature look, similar to other starlets.

Characters

Reel Run

Environments

Textures