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LillyPop Breakdown

LillyPop was one of the four characters created for Common Denominator Studios' game, Go Go-Karts.
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She was built following the specs:
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Under 10k polys
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1024x1024 textures
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Skin & Rig by Lamesha Coley
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Polycount: 9,901
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Time: 3 days
Project Parameters


In-Game

Diffuse

Smoothing

Wires

Themed Skins

Colored Skins

UV Map Layout by Hector Ogando
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Roughness
Metalness
Character Breakdown
Concepting

LillyPop was one of my favorite characters to work on, having brought her from her concepting all the way through to a completed character seen in-game.
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She was the second iteration of an earlier, similar concept, in mannerisms, outfit, and color schemes.
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Originally, she was going to be the "Mickey Mouse"/"Tracer" of the game, representing the Dessertland, which, unfortunately, got cut due to scoping.

Post-mortem
What Went Well:
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Completion before sprint deadline
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Collab. with other character artists
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Hipoly sculpting
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Retopology
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Texturing & Skins
What Went Wrong:
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Edge flow in some areas with retopology
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Some skinning issues with multi. layers of clothes
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Integration in Ue4
For next time:
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Better topology & Edge flow
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Some skinning issues with multi. layers of clothes
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Integration in Ue4 with anim. blueprints
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Get rid of unnecessary topology to help rig&skinning
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Better textures. Needed AO map
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