Justin Perreault, Baj Singh:
The plan is to give him some edge highlights and accents in the vein of this image
, so he's certainly going to be a bit more detailed as I progress. That's all Photoshop work, though.
As for the folds, I wanted it to look like bunched up, wrinkled, slightly loose tights. I may have to go back and resculpt that area.
I saw this image
when researching period clothing and decided to run with the idea of having strips of cloth with a second layer underneath. They're not exactly accurate or necessarily even practical or entirely grounded in reality, but they're poofy and fun and I enjoy them.
I honestly hadn't put that much thought into it. I've played through good portions of the Thief games, but I never paid a lot of attention to the lore. I was more concerned with just sneaking about and not dying all the damn time. I just figured they were interesting design elements that I'd like to use.
Life got in the way. In the intervening months, I've gotten a job, apartment, girlfriend, car and various other obligations. But now I'm back just in time to finish this for GDC!
Been pretty busy, so progress has been kind of slow. I've spent the past couple of days setting up and working on baking textures. UV mapping was a huge bitch because of all those little bits on the insides of his sleeves, but I managed to not fail spectacularly, so yay!
I'm breaking him up into a few chunks so I can swap out things like heads, headgear and weapons. That'll let me have options beyond a hammer for this guy. I may also sculpt an alternate head and possibly make some sort of helmet or hat, depending upon what kind of time I have.
The head's using a 1024 and the body's using a 2048. Other accessories like the hat and hammer will use smaller textures. I still need to finish baking the hands and feet, but I think it's coming along quite nicely.