Yogscast TTT - Lewis

This character was the first in a series of models I have created in my free time for The Yogscast. This character is now used in their TTT series on YouTube.

This was the first character model I’ve created for use in a game. I learned a lot of the do’s and don’ts of creating characters for games with this one

This was the first character model I’ve created for use in a game. I learned a lot of the do’s and don’ts of creating characters for games with this one

After release the Yogscast community had several suggestions for optional outfits for the character which I added in future updates.

After release the Yogscast community had several suggestions for optional outfits for the character which I added in future updates.

The final model is comprised of multiple meshes to allow for players to customize it's appearance.

The final model is comprised of multiple meshes to allow for players to customize it's appearance.

Lewis is comprised of three texture sets. The addition of the “X” pupils would’ve required some extensive UV reworking to get optimized, I opted for the easy route and gave the eyes their own set. The 2 main texture sets are 2K and the eyes are 1K.

Lewis is comprised of three texture sets. The addition of the “X” pupils would’ve required some extensive UV reworking to get optimized, I opted for the easy route and gave the eyes their own set. The 2 main texture sets are 2K and the eyes are 1K.

By using a texture mask with an alpha channel, in Garry’s Mod, we are able to add colour customization to our player models. The parts that need to change colour have to be white on the albedo texture. The mask is set up so any black areas will be ignored

By using a texture mask with an alpha channel, in Garry’s Mod, we are able to add colour customization to our player models. The parts that need to change colour have to be white on the albedo texture. The mask is set up so any black areas will be ignored

This character has jigglebones in his hair and near his waist for the skirts on his outfits. By adding bones to the character’s skeleton, I can tell the game engine to dynamically simulate them during runtime to create secondary motion on his animations.

Initially released in 2020 I continually updated this model with new lessons I've learned about making characters for games, as well as adding new features. As of 2023 I am no longer updating this model in favour of creating and replacing it with a new one, made from scratch with a more focused art direction.

The character was sculpted in ZBrush. It was retopologized and rigged in Autodesk Maya. 3D Coat was used to create the UVs, and it was finally textured with Substance Painter. After that it was imported into Garry's Mod and released.

Date
April 11, 2024