Rhythm & Flow

Original, game ready character. Designed with body language and silhouette readability in mind.

Sketched in Photoshop. Modeled, rigged and posed in Maya.
Textured in Photoshop. Rendered in Marmoset Toolbag.

 
 
Below is the original concept, made for an assignment during the first year of The Game Assembly where we created characters using a maximum of 700 tris and a single 256 x 256 diffuse texture.



Below is the original concept, made for an assignment during the first year of The Game Assembly where we created characters using a maximum of 700 tris and a single 256 x 256 diffuse texture.

 
 
 
The rig consists of two sets of controllers. The X above the head is used to switch between the two modes.




The rig consists of two sets of controllers. The X above the head is used to switch between the two modes.

The first one is for posing the main movements of the arms, legs, torso and head. The other one is for creating secondary movements, such as clothes stretching, flapping ears and adding a bit of jiggle to the snout and nose.

The first one is for posing the main movements of the arms, legs, torso and head. The other one is for creating secondary movements, such as clothes stretching, flapping ears and adding a bit of jiggle to the snout and nose.

Each part of the clothing has one big controller that moves all sides at once, with more influence in the direction of movement. The smaller controllers can be used for further, more detailed stretching.

Each part of the clothing has one big controller that moves all sides at once, with more influence in the direction of movement. The smaller controllers can be used for further, more detailed stretching.

The ears are controlled by FK controllers that can be both rotated and translated, in order to give a lot of possibilities for cartoony expressions based on squash and stretch.

The ears are controlled by FK controllers that can be both rotated and translated, in order to give a lot of possibilities for cartoony expressions based on squash and stretch.

Since the character doesn't have either eyes or mouth, a lot of the expressions are communicated by changing the shape of the hat.

Since the character doesn't have either eyes or mouth, a lot of the expressions are communicated by changing the shape of the hat.