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Linnea

Development

From the early, general idea we started off with, it was quickly decided what kind of features Linnea should have: Red hair; light freckles; a friendly, youthful face and attractiveness.

It was from this idea that I had to create concepts for her. I created most of the drafts in my sketchbooks and moved towards digital for coloring.

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We decided on the hairstyle before the face. Though I came up with a good hairstyle on one of my sketches, the face wasn't quite what we were looking for yet.

A few sketches later, that was sorted out as well.

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I did not design the clothes, it was designed and modeled by my classmate. I only added the knife, the white pattern and the shoes. The pants were fairly simple and didn't need a lot of designing.

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Linnea is good at communicating with others, but comes from a family of hunters, who value independence. 

It is thanks to this that she doesn't strike up a lot of conversations with people she doesn't know.

Even though strangers may find her blunt at times, she values friendship dearly. 

Features

Age: 20

Length: 167 cm

Weight: 69 kg

Physical Traits: Pale/Light skin, light freckles.

Red, medium long hair. Braided on the side, loose ponytail

Personality: Social, but independent. Like an older sister to her friends. Values friendship.

Background: Trained to be an exceptional survivalist, she can craft her own weapons from scavenged materials and knows about most shortcuts around the village.

3D

My Role

For Linnea, I designed her head and also modeled it in 3D.

Although I didn't design or model the clothes, I did texture them.

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Below are the textures for Linnea and her clothes. 

Utilizing a Z-Brush workflow allowed us to use normal maps, but we decided not to use them.

The high-polys created in Z-Brush were mainly used to bake other additional maps, such as Ambient Occlusion, Curvature and World Space Normal, which we required to use Baked Lighting for some objects.

It also functioned as reference for me to manually paint the depth in the 3D-objects.

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Another reason for working from a high-poly was the fact that we found retopo is easier than modelling a character from scratch.

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The choice not to use any other maps except for colors was made to make everything look unlit and stylized. 

 

Linnea's texture consists of two 1024x1024 texture maps for the clothes and a 2048x2048 texture map for her head. The cape had to be separated from the rest of the clothes for use with Apex Clothing. 

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Normally, the UV's would be properly prepared for this, but seeing as this was something we wanted to try last minute, I simply split the parts of without changing the UV's, making them less optimized than I would normally make them.

Latest update: 27-11-2020

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