Melody of swords

My third and most recent prototype. I did it together with Sabrina Krei a friend of mine from university. We had two specification for this project: A VR Game with synesthesia. 
The synesthesia part is the mixture of musical sounds together with sword sounds. Since we only had about three months, we decided to put the focus on only one battle at one location.
I learned a lot in this project, ranging from my first ever 3D Character model to texture painting to rigging and starting my first attempts in 3D animating a character.

Character Creation

This was the first time I modeled a complete humanoid character in 3D. We decided to make 2 phases of the same character, so we could both do one of them. I worked on the first stage.
We first did some 2D concepts. I then created a base mesh and did the retopology of it so we could work on top of the foundation. The next step was to do a high and lower poly version of the character, since we had to optimise it for VR. The texturing was done in Substance Painter by experimenting with normal and smart materials to save time. 
What’s missing in the 3D model is the hair and fur shown in the 2D concept. Unfortunately we did not have the time.

Technical Animation

An important feature i wanted to try and implement into our project was Control Rig. 

I wanted to have it in the prototype so we could animate directly inside Unreal. 
I also wanted to built the Control Rig in a way that it could be implemented directly to the second character, since they share the same skeleton and bone hierarchy.

That worked out perfectly, unfortunately we only had about a week left for our animation.

Environment

Our idea was to create a little battlefield for our battle. We decided to take out any movement out of the game, since getting it to function smoothly would have taken to much time.
That gave us the possibility to create the environment only from a single point of view.