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EnGarde! - Adalia Design

This is the evolution of Adalia concept throughout EnGarde! production.
As the main character, I knew the design will evolve a lot, and it was important to take breaks, and work on the other characters alongside.
Making 3D roughs to put into the engine really helps to iterate quickly to find the right design, but also to better define the artistic direction.
To check the 3D model: https://www.artstation.com/artwork/xDx914

Color sketchs & thumbnails;
First steps to get familiar with the character & the team's expectations;

Color sketchs & thumbnails;
First steps to get familiar with the character & the team's expectations;

Color iterations;

Color iterations;

Color iterations;

Color iterations;

3D rough iterations on Zbrush;
I like to make quick iterations directly in 3D, so I can check the details sizes from different angles;

3D rough iterations on Zbrush;
I like to make quick iterations directly in 3D, so I can check the details sizes from different angles;

3D rough iterations on Zbrush;

3D rough iterations on Zbrush;

With a decimate lowpoly, and a quick skinning/rigging, we can quickly have a placeholder in game;
It was really interesting to get the feedback from the animator who helped me to improve Adalia's silhouette;

With a decimate lowpoly, and a quick skinning/rigging, we can quickly have a placeholder in game;
It was really interesting to get the feedback from the animator who helped me to improve Adalia's silhouette;

After working on the other characters, and having a better idea on the Art Direction, I went back to improve Adalia design;

After working on the other characters, and having a better idea on the Art Direction, I went back to improve Adalia design;

Lowpoly version;
This was supposed to be the definitive version;

Lowpoly version;
This was supposed to be the definitive version;

The previous version was "nice" and worked pretty well but the team felt like "something was missing";
The previous model seemed too detailed to me; I tried to simplify it.

The previous version was "nice" and worked pretty well but the team felt like "something was missing";
The previous model seemed too detailed to me; I tried to simplify it.

Then once again, I made plenty iterations in 3D;

Then once again, I made plenty iterations in 3D;

Once I found the right iteration, there was this moment of "That's it. That's Adalia!" and I went for this design;

Once I found the right iteration, there was this moment of "That's it. That's Adalia!" and I went for this design;

Final design;

Final design;