Character head 3D sculpt

headsculpt2b

The devblog has been quiet for a while, and I must admit that it is partly because I haven’t found much time to work lately. But it is also because I have been working on delicate, time consuming things. I have now officially started working on the 3D model that will be the player character.

It is just a head so for, but I will start working on the body momentarily. Because she is a re-animated Frankenstein, the seam between this bust and the rest of torso will be very natural. I will simply create a headless body and stitch this head onto it, and it will look just like it should!

This is a highpoly sculpt in Zbrush, which will then be made into a game model, animated and then pre-rendered and put in the 2D game. But before I do this I want to see if I am able to create a dress with cloth simulation. If I can do that, I will be able to make this character look just like I want her to.

Bloodletter

bloodletter

There’s a letter in Belladonna with drops of blood on it. I made a first version of this letter, but was not happy with the result. The blood looked like red Photoshop brush strokes. A while back I played around with the thought of pricking my own finger to create a realistic blood effect.

That turned out to be easier said than done.

And then, yesterday, I cut myself on a can of tomatoes and while I, for lack of band-aids, improvised with toilet paper and duct tape I also made sure to take advantage of the accident.

Belladonna now features my own blood.

Sweat and tears to be implemented in the future.

Main Menu Mock-up

MainMenu_Mockup

So I made a quick mock-up on how I imagine the main menu. It is very minimalistic, and I hope I can pull that off.

I might re-design it into something more sensationalistic.

The face you see is a photo of Elsa Lanchester as The Bride of Frankenstein form the 1935 movie.

Player Character Thumbnails

clothes_concept

I have experimented a bit with different clothes for the main character. Historical correctness is not my main concern in this production.

The one called “B” is pretty interesting, but I won’t be able to animate long, falling cloth in a good enough way, and also: this is a character who will walk around a lot and I want to show her legs moving to symbolize that.

I am leaning towards “C”. This should, after all, presumably be the clothes she was buried in!

(Also, Visionaire handles lighting by multiplying in darkness, so the character itself has to be pretty bright to start with. Technical details.)