Week 6 Dev Blog

The 3D artists focused on creating the actual models for the character creator’s base body types in ZBrush and Maya. We decided that it would be best for the user to work with a unisex character without facial expressions, fingers, and toes. The character would be like a blank mannequin with focus on inclusiveness through body types.

Upper arm & Lower arm; Thigh & calf; Chest & Belly; Biological female & male; Overweight & skinny

Early Tech Demo – Morph Target System in Unreal Engine 5

Luka and Yukti’s collaboration on the tech demo

Client Meeting

The two take-aways from our client meeting this week were:

  • Try to explore more extreme body types such as overweight and skinny.
  • Do not worry about performance/optimization of our demo, since the topic is more about presenting our ideas and approaches rather than attempting to create a perfectly working character creator.