These Behind-the-Scenes posts will give you an insight into various bits of the development process. Let’s begin with this first entry.
I’ve learned a lot about Blender these past few years but I’ve never really used this 3D graphics software to produce anything of considerable importance, except for creating some minor assets for my games. So, I decided to allocate most of March to dive deeper into Blender and 3D arts in general. More importantly, I needed to overcome my dread of human anatomy—including animals and beasts.
I’ve made several tests during the first week of March and I decided to proceed with the official base model of Judd this week-end. First, I’ve drawn a rough reference sheet. I’ve also suggested new cloths for the character which will be sent to Min Kwon, the main artwork designer. Speaking of which, I’ll surely ask her to provide me with these kind of sheets from now onward.
I’ve omitted the rules of topology with all my past models, so this time I wanted to pay more attention to the edge flows, which is important to prevent glitches when posing and animating a character.
Sorry for the nudity! Sexy anyway, huh? Cloths will come next as I’m still currently working on the head part. That being said, I’m happy with the current state of the base mesh. It will surely be re-used for most other female characters—with just minor changes.
So, why use 3D for a 2D game?
First of all, the game needs to feel professionally polished if I want it to sell lots of copies. Creating assets with a 3D tool definitely help to make things feel more structured and be up-to-date with the current standards.
Second, it’s a lot easier to create battle frames by adjusting poses with a rigged 3D model. Each main character will have eye-catchy animations while performing their skills during battles.
Third, some of the bosses I’ve initially hand-drawn on paper didn’t turn so well in Photoshop. I’m a poor artist when it comes to drawing shapes with perspective-like proportions and shading. So, using a 3D software fix this problem.
What’s more? Unlike the first game, many cut-scenes in Eternal Eden 2 will be represented dynamically and use various ‘views’ during the character dialogues, and will almost remind of anime. Having 3D models will greatly help to achieve this goal faster rather than doing everything by hand. All I will need to do is adjust the camera view in Blender and export the render.
Oh. I almost forgot. Just an idea. If you guys really dig the final renders, it will also be possible to make 3D printing of my models and offer them as collectible items.