Characters - From Concept to Combat
Author: Kommunity Kev,
published 8 months ago,
In OutRage: Fight Fest, we wanted our players to be able to express and differentiate themselves by providing a variety of different characters and cosmetic options.
All characters start with an idea - some more down-to-earth than others.
Let's take a look at the idea of a character wearing a dinosaur onesie!
[img]https://clan.cloudflare.steamstatic.com/images//44541087/aee600f40edaf5aa2b4b84728cf36c73939e31f9.png[/img]
All characters start with concept art. This gives the team a quick idea of the character's appearance and overall design and proportions. This allows for quick iterations to be made before modelling begins.
[img]https://clan.cloudflare.steamstatic.com/images//44541087/33192f36400b0f27aaefa67b43df8c9a88bae2be.png[/img]
As all characters in OutRage: Fight Fest grow in size as they gain Rage, a character model has to be created for each of the three stages of evolution - Evo 1, Evo 2 and Evo 3.
[img]https://clan.cloudflare.steamstatic.com/images//44541087/021503be082d3769499b4b106f5660bac15308c3.png[/img]
Once modelled, additional details like texture and colour can be applied. We have the ability to swap the colour pallets of all character models to match the team they're playing on.
Characters can also be posed to look more dynamic, and this is how they currently appear on the round summary screen.
[img]https://clan.cloudflare.steamstatic.com/images//44541087/cf1925a7f520d071e39da9bb617d01746118ae6e.png[/img]
The final stage is to "rig" the character, which involves giving it a skeleton, specifying where all of the joins are and how they move.
The rigged model is then passed to the animators to bring the character alive.
[img]https://clan.cloudflare.steamstatic.com/images//44541087/1805bf097fbe1bcd304ac8fab8bc3f64420b3050.gif[/img]