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extra-(6)_optimized

Third Semester 2020, 2 months

Restrictions     3D character model and concept
Programs         Blender, Maya, Unity HDRP, Substance Painter

Lawyer Goblin

The Lawyer Goblin is a 3D low poly model for video games.

 

 

The Lawyer Goblin is a 40-year-old Goblin, fighting for Justice but getting the whole impact of an unfair system where hard work for a seemingly good cause is not appreciated. He will continue, fighting for every human and Goblin who needs a cheap lawyer.

He will work as long as it takes to be done, sometimes even spending the night at his desk. 

The lawyer has idle animations as well as a walk cycle. He always smokes in his breaks, making the most out of them. A particle system is attached to the cigarette, dynamically changing the smoke position when animations play. His second important prop is the folder with the case he currently works on.

Fast scribbles gave me the opportunity to explore his character, his mannerisms, and his style. 

As a reference for his animations took photos and videos of myself, standing in his manner and smoking to get the right timing for the animations.

 

The blueprints identify every aspect of the character, describing every object and proportion. The line art needed to be very clean as the base when modeling.

The texture is calm and boring, contrasting a Goblin, but fitting into his job description.

 

I wanted to make a character that is outside of my comfort zone, making him a non-human middle-aged man with a belly.

 

Unbenannt-1435

Working on the Lawyer Goblin was the first time I rigged, skinned, and animated a model. I learned many completely new pipelines and aspects of digital art while working with him.

I learned how to show a character, what needs to be seen in order to understand where the Goblin is coming from and what he will continue doing. Having the actual model turn out different from the initial scribble was part of the challenge. This also meant working on a minimalistic presentation inside Unity.

I learned how to block out, refine, make a high poly, rig, skin, and animate a mesh inside a 3D program and import it into a game engine.