Engine: Unreal Engine 4, Marmoset Toolbag 3
Goal of this Project:
The goal of this project was to create a character from the ground up (written description to concept art to final Game-res model) as well as a companion environment with set-dressing that would help tell a slice of a larger story.
[This was actually done for a class assignment, but the purpose of the class is to help supplement our portfolios with things that we actually would like to be doing in the industry.]
CONCEPTING
Ellie Greene is actually one of my many NPCs from my DND Campaign that takes place in a Dishonored-esque, steampunk inspired world called Eladria, where the world has been fragmented due to an excess of magic seeping into the world years before an event called The Great Corrosion happens. I created her to have this sort of bright, happy presence in an otherwise sleepy town (Ivorfell), where she was born and raised and now lives indefinitely.
As you can see, some of her outfit design changed during development, as she no longer has a white blouse on underneath a jumper dress. I actually did sketch a version where she had her jumper dress on, but it felt a little juvenile and also didn't look as good with her apron.
Below are the quick concepts I did before jumping into the character creation process. I didn't want to spend a long time on concepting full ideas, so I settled for quick thumbnail explorations. I think this was also expedited because I had a familiarity with this character before deciding to turn her into a 3D project.
FLOWER SHOP
For Ellie's shop, I really wanted to convey a sort of bright, uplifting ambiance that would mirror and reflect Ellie's personality without being blatant. I really enjoy visual, environmental storytelling as I find it a fun way to extend a character's personality as well as display a breadth of modeling skills on a more technical side.
I'm really enamored by the little shops that are seen in Europe, as they have a very rustic traditional feel about them. They always feel a little big magical whenever I see them. Mostly, I wanted to have a variety of things that a normal plant shop would have, but since this is also DnD, I figured Ellie would also sell to mages/sorcerers/etc. and would have herbs and ingredients that are commonly used such as lavender, ginger, and mushrooms.
DEVELOPMENT
For development, I started with Ellie's character sculpt, as that was the main priority of my project. I also knew this would be the fastest piece for me, since I'm much more familiar with characters than I am with environments/props... or rather, I much prefer doing characters than environments and props. I do think it's safe to say that I really found a way to enjoy all of the prop modeling I had to do for this project when I stopped thinking about it as an assignment, and as a piece for myself.
ELLIE GREENE
With Ellie's sculpt, I really made sure to gather reference beforehand instead of during or after, like I've mistakenly done on past projects. This project and this character was a chance for me to really start implementing some feedback that had been given to me about my work methodology, such as rushing a character simply to have a portfolio piece faster. I really wanted to take the time to focus on this character, and make sure that the sculpt was as clean as I could get it (without sinking too much time in, knowing I had a variety of other tasks to do before the delivery date).
I gathered a small but efficient number of reference photos from Google as well as from various other media (Schitt's Creek, Final Fantasy VII, and The Last of Us II) to serve as a reference for Ellie's face. In her description, she has these sort of big, perpetually sad-looking eyes and really thick brows, and I wanted them to be prominent and not understated. She's a florist, and I don't think she would spend too much time on grooming her appearances, and would instead embrace sort of her natural beauty - as cliche as it sounds.
I also really wanted her to have a more square jaw and prominent chin and nose, as most cute-sy girls like this are very cookie-cutter with a button nose and wide, almond eyes and a heart-shaped face. Don't get me wrong, I really enjoy that character trope but I also really like when characters are diverse and don't suffer from Same-Face Syndrome.
For her body, I didn't really focus on actual anatomy as much as I did on getting proportions and the bony landmarks where they needed to be. I also didn't attach her legs to her body, as I only needed them for Marvelous Designer. Her dress covers about 60% of her body, and it seemed a waste to have extra geometry that wouldn't even be seen. Since this is only a character vignette, and not something for film/animation, there was no need to have a full body for cloth simulations, otherwise I would've kept her leg geometry. In order to speed up the sculpting process, I also used individual basemesh limbs that I created for a past project that was the start of an anatomy study but never got too far, so it was nice being able to refurbish some of my older work for this piece.
I also wanted to try and focus on detailing the hands more, as they have been a huge weakness/afterthought on my previous characters. There's still a long way to go for me in terms of hands, but progress is progress, is progress.
I also really wanted to go for that sculpted hair feel that I've seen stylized games use a lot, instead of doing hair-cards (I'm still learning how to groom hair and have it actually look good). It was actually really enjoyable to do sculpted hair instead of having to place haircards, and I think it worked well for this project's purpose and aesthetics.
I also still do my retopology by hand, instead of relying on the decimation tool in ZBrush. I find that it helps keep my skills sharp and also adds that extra carefulness towards tricount, edge flow, and deformation for animation and posing. I also just like having really clean topology when I can, and retopologizing my model gives me that kind of control that I like to have in my work.
I especially like retopologizing my character heads, which probably comes from my animation background, where our main focus was always on deformation around the eyes and mouth. I also think that in presentation, it looks much nicer than what ZBrush can give you. It's also just a really nice, mindless task that you can do and it really helps me feel like the character is mine.
This was also my first project where I really used Marvelous Designer and brought it through a pipeline. Marvelous has been a bit of a hit or miss for me, simply because I have no formal training or any advanced understanding of pattern-making. I found it to be both freeing and daunting to create a whole outfit in Marvelous, rather than painstakingly sculpting and finagling with subtools in ZBrush to make the clothing. It actually turned out much better than I was expecting, if I'm being honest. The only thing that didn't really work out was the bandana,
This was also my second time to model/sculpt shoes for a character, and it's definitely still a major learning curve for me. I haven't really had any proper/formal introduction or practice modeling shoes, but I would love to get better with time! I actually set the base for these boots up in 3DSMax, using the Line tool and a reference pic instead of building them in Marvelous like I've seen some artists do.
UVs and TEXTURES
UVs and Textures are one of my weaker areas, as in past projects I kind of use texture space how I please, and without really thinking about UV efficiency in a realtime context. This is definitely something I'm trying to be much more mindful of, especially as I go into the job search.
While we were given restrictions for two texture maps for the characters for our class, those were taken from an FPS game. I referenced Overwatch more than anything, which often allows for three or four maps. For Ellie, I probably could've fit everything into one map for her clothing, but I also didn't want any of the painted details to be too blurry if I went with a smaller texile density.
I actually had to repack Ellie's body map, because it was originally done as separate meshes across two different Unwrap sessions and I couldn't justify having a headmap that took up such little space, and with a majority of the body left, I couldn't justify giving it it's own map either. Thankfully it was just a matter of moving the textures after merging the UVs to one map. 
For her clothing, I gave her one 2048x2048 texture map for the larger details like her dress and apron, and then another 1024x1024 map for smaller details like her shoes, bandana, and her props.
For the actual texturing, I use Substance Painter to lay down the base colors and so I can hide my seams easier. After doing initial shading for everything, I export my texture maps and composite them in Photoshop, as well as edit them with softer brushes that Substance is more finicky about. (This is the first pass of textures, and my primary focus was getting the head to look nice more than the body, which was deleted anyway)
This is the edited head textures done in photoshop with a soft airbrush, to kind of help further blend things than in Substance. I also added shadows where her hair bangs hang. so that there was some more added depth. I also upped the amount of freckles that she had, based on some feedback from a few of my peers, who suggested to really push that aspect of her features.
(Marmoset Toolbag 3 Render)
'THISTLE DO NICELY' FLOWER SHOP & EMPORIUM
I really wanted Ellie's shop to be an extension of her character and one that would help to convey her personality a step further than what's already presented in her character model. Having already written descriptions for Ellie's character as well as her shop for the campaign, it was fairly easy to envision what it would look like. I didn't want to do a full environment, because that wasn't my focus, and would've also been too overscoped for this project. It also would've taken away from the focus of Ellie as a character.
I wanted to keep Ellie's props fairly minimal, but expressive of what her shop has to offer. I think that, if I had had more time for this project, I would've done a much larger variety of flowers, to really feel unique and picked with care. I'll probably go back in once I'm out of school permanently and do that anyway.
SHOP TEXTURES & UVs
For Ellie's shop, packing all of the UVs was a much easier task and much easier to compact them all together. Since they all act as a set, I wasn't hesitant to put everything together, and ended up with at total of three texture maps for the entire environment.
Unfortunately, there were a few things that didn't fit, so they were separate, standalone textures. I probably could've packed them more efficiently, so that's a learning point for next time.
I definitely could've been more methodical with my UVs, especially for the potted plants. I think if I go back and make changes, I will probably move the potted plants to the Hanging Vine/Plant stand map (center top)































































































