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LillyPop Breakdown

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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:

  • Under 10k polys

  • 1024x1024 textures

  • Skin & Rig by Lamesha Coley

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Polycount: 9,901

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Time: 3 days

Project Parameters

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julia-corsi-lillypop-charaselect.jpg

In-Game

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Diffuse

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Smoothing

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Wires

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Themed Skins

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Colored Skins

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UV Map Layout by Hector Ogando

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Lillypop_MTL.png

Roughness

Metalness

Character Breakdown

Concepting

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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. 

Concept_LillypopColorSwatches.png

Post-mortem

What Went Well:

  • Completion before sprint deadline

  • Collab. with other character artists

  • Hipoly sculpting

  • Retopology

  • Texturing & Skins

What Went Wrong:

  • Edge flow in some areas with retopology

  • Some skinning issues with multi. layers of clothes

  • Integration in Ue4

For next time:

  • Better topology & Edge flow

  • Some skinning issues with multi. layers of clothes

  • Integration in Ue4 with anim. blueprints

  • Get rid of unnecessary topology to help rig&skinning

  • Better textures. Needed AO map

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