The style of the project is always extremely important, not only for defining how the environments are built but also for animation and keeping the team developing the project in the same direction. This is one of the first things we wanted to decide on. For animation we took heavy reference from League of Legends, and with that the environments followed. The textures and the way they were built became more stylised and less realistic, but not fully unrealistic just like the character.
As you can see above, i think we did a pretty good job at keeping the style consistent. The character suits the style of her ship. However it took a lot to get her. Defining our palette and various passes of textures and models. I’ll talk about the development of the environments however in a separate post.
Stylised vs Realistic
This was a big decision within the group. We did want to push the animation to see how realistic we could get it but based on our skill level, time management and the amount of work we had to do we found that keeping it mostly stylised and letting the realism come through in the lighting, SSS, reflections and general build. I’m sure Phoebe will talk more about this but pushing your animation with more exaggerated motions is a great technique to convey the characters emotions and it is not an easy task, but Phoebe and Jakub really nailed it.