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Sentree - 3D models

The main goal of this project was to go through the workflow of a 3D character - from sculpt to game-ready model. I've set out to create sculpts in Zbrush, retopologies in Maya and textures in Substance Painter. I wanted to create characters that are not so restricted by the component (triangles/faces) count, but they are still suitable for mobile applications. The drawings I've used as a reference for the project are from "Lizzy Wanders", called "Sentrees".

https://lizzywanders.dunked.com/sentree

http://www.glitchnap.com/press/sheet.php?p=Sentree

Special thanks to Matjaž Lamut for being my mentor for this project as well!

In the cooperative mobile game "Sentree" the player has to survive the night in the dark forest while protecting the small characters. I wanted to create the dark atmosphere, where the main character is posed as the "protective" figure.

In the cooperative mobile game "Sentree" the player has to survive the night in the dark forest while protecting the small characters. I wanted to create the dark atmosphere, where the main character is posed as the "protective" figure.

These are the characters I've selected from the "Sentree". I did took some artistic liberties - Some models don't follow the drawings in shape or color. I've emphasized the pink and green on hands and feet to connect the models through color scheme.

These are the characters I've selected from the "Sentree". I did took some artistic liberties - Some models don't follow the drawings in shape or color. I've emphasized the pink and green on hands and feet to connect the models through color scheme.

Front and back of the main character with materials (UV, Base color, Normals and Roughness). I've left some extra space in UV as I was thinking whether to model the inside of the mouth as well.

Front and back of the main character with materials (UV, Base color, Normals and Roughness). I've left some extra space in UV as I was thinking whether to model the inside of the mouth as well.

Front and back of the first side character with materials (UV, Base color, Normals and Roughness).

Front and back of the first side character with materials (UV, Base color, Normals and Roughness).

Front and back of the second side character with materials (UV, Base color, Normals and Roughness).

Front and back of the second side character with materials (UV, Base color, Normals and Roughness).

Front and back of the third side character with materials (UV, Base color, Normals and Roughness).

Front and back of the third side character with materials (UV, Base color, Normals and Roughness).

Wireframe of the main character. The model has 10420 triangles.

Wireframe of the main character. The model has 10420 triangles.

The side characters have 3444 (left), 4183 (middle) and 3540 (right) triangles. Together all characters have around 21600 triangles.

The side characters have 3444 (left), 4183 (middle) and 3540 (right) triangles. Together all characters have around 21600 triangles.