top of page

LillyPop Breakdown

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


In-Game

Diffuse

Smoothing

Wires

Themed Skins

Colored Skins

UV Map Layout by Hector Ogando


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.
She was the second iteration of an earlier, similar concept, in mannerisms, outfit, and color schemes.
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:
-
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
bottom of page