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Blood bar tycoon - character tech breakdown

Some breakdowns of the work I had done for Blood bar tycoon.
I was in charge of character creation and some R&D for the early customization / character generation system.

All characters use a shader with RGB mask customization added on top of a possible diffuse map

All characters use a shader with RGB mask customization added on top of a possible diffuse map

Most of the customization revolves around swappable basemeshes. It was used later on to create more randomness for some NPCs categories

The entire setup would allow a wide amount of tweaks with colors/patterns to create less clones while keeping npc archetypes in sight.

The entire setup would allow a wide amount of tweaks with colors/patterns to create less clones while keeping npc archetypes in sight.

Early customization asset and testing

Head were one of the thoughest part. They were meant to be posed and baked as vertex displacement textures. The rig was making it easier to work with the head but could also help propagate blendshapes to beards, hairs or mustaches.

Head were one of the thoughest part. They were meant to be posed and baked as vertex displacement textures. The rig was making it easier to work with the head but could also help propagate blendshapes to beards, hairs or mustaches.

Early character made with bodytypes testing

Early character made with bodytypes testing

The second bodytype basemeshes went a bit further into production but were ousted for time reasons :d

The second bodytype basemeshes went a bit further into production but were ousted for time reasons :d