Eden-Devlog - Milestone #3


For the third milestone, I fully focused on making and finishing the rest of the enemy characters. We wanted the designs out by the time people started playtesting, just so there would be something interesting to look at. 



The first thing I did was finish sculpting the Glow Boss and then retopologized him. Thanks to the amount of thorns on his head, this model took the longest to retopologize. I had some trouble getting the retopology to be smooth around his shoulder and back since his fin was so large and thin at the edge. 


By the time I finished the model, I had to scrap his back mushrooms. Something about the hollowing them out when I sculpted them messed up the normals, creating some tears in the retopology I also had to photoshop his baked normal texture, as the thinness of his fin caused the mesh to overlap and create holes in the texture. Once I had that fixed, the model came out perfectly!




With the boss finished, I moved on to making the last of the normal enemies. I first made the "Redcap" model, which was designed by Avery and then redesigned by me. I had actually started sculpting this during Milestone #1, but I had made such little progress that I didn't bother including it in my milestone work. For the Redcap, I went back to the model I started and cleaned it up. I'd already had the body's shape done, but I'd stopped at the head. It gave me trouble because I couldn't get the shape to look "mushroomy" enough to satisfy me. In the end, it still doesn't look like the mushroom top from my 2D concept art, but I'm happy with the results.


Like with the Glow Boss, I used a welding sculpt brush to make the model lumpy and the cracked rock texture to make the mushroom more realistic. I sculpted the veiny texture of the face myself, as there wasn't a brush that looked quite right for the look we wanted. Once I was done with the sculpting, I retopologized the mode and baked the texture. After doing this process for multiple models, I was starting to get pretty good and fast with it. Remembering how to connect the leg and shoulder topology was much easier this time around. 




The final model I made was the "Small Boi," which was a surprisingly difficult piece to make. The design was done by Avery and I did my best to follow it. I used some monster texture brushes I had to make the bumps on his head and body. I also used a curve to create the neck, which had an asymmetrical bend to it along with a thorny surface. I then sculpted the folds of his legs using some basic brushes and a cloth fold texture.




The hardest part about the model was trying to retopologize it properly. Trying to cover all of the bumps and thorns was such a pain because of their random placement, differing sizes, and odd angles. While the retopology looks fine without the wireframe, this is probably the ugliest retopology I've ever done. I'm not proud of it, but at least the Small Boi works.

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