Developer Diaries #2 - Creating the character "Twin"

Developer Diaries #2 – Creating the character “Twin”

Hello, fighters! On the line, comrades! We’re the command of the USSR, and we’re opening a new page in our “Developer Diaries” section to tell you about how we brought to life one of our key characters.
In this issue, we’ll share with you all the stages of creating the character “Twin” who will become one of the unforgettable opponents in our game.
Character creation is a complex, multi-stage process that requires a combination of inspiration, creativity, and professional skills. In this issue, we’ll share with you all the stages of creating the character “Twin” who will become one of the unforgettable opponents in our game.

1. Inspiration and Idea

Let’s start with where we drew ideas and inspiration for creating this character. Earlier, we introduced you to this mysterious opponent, and now it’s time to unveil the process of his creation.
Our goal is to create a character anatomically similar to a human, with muscle and skin transformation, giving him a unique and mystical appearance. We found inspiration from projects such as “Star Citizen,” “Scorn,” “The Expanse,” and “Cloverfield, 10” to get the necessary inspiration.

2. Concept Art, Selection of the Final Version

We experimented with various visual options for the character and selected the final version that aligned with our vision and the atmosphere of the game.

3. High-Poly Modeling

After selecting the concept, we began creating the highly detailed character model, or “Hi-Poly.” This stage involved shaping every detail of the character with maximum precision.

Twin

4. Low-Poly Modeling and UV Unwrapping with Baked Normal Map

Next, we proceeded to create the low-detail version of the model, “Low-Poly.”

We unwrapped the model into UV coordinates and created a normal map to preserve the details from the Hi-Poly model while minimizing polygon usage.

If you look closely at the image from below, for example, at the toes, you can notice that the geometry there is simplified, but they still appear detailed.

Twin

5. Texturing

At this stage, the model is given color according to our concept. During the first encounter with him in the game, we aim to create the impression that it’s as if his skin has been peeled off, resembling a human. However, upon closer inspection, distinct differences from a human should become apparent. We simulate muscles, but they are not like those of a human; rather, they are something more alien, diverging from typical anatomy. We make the lower parts darker than the upper parts so that it will be better discernible in the location. During the work process, the texture color is adjusted several times after testing it in the game scene.

Twin

5. Subsurface Light Scattering

One of the key aspects of creating the character “Twin” was subsurface light scattering. This gave a unique effect as if the light passes through the character’s skin, additionally illuminating and highlighting it on the game scene. Specifically for this, we modified the material shader using Unity’s Shader Graph. Later, we applied it to all enemy models.

7. Self-Illumination in the Character

And finally, to make the character even more mystical, captivating, and noticeable, we added a self-illumination effect to specific parts of his body.

Twin

We hope that thanks to our persistent efforts and attention to detail, the character “Twin” has turned out to be unique and memorable.

To learn more about how we bring our game world to life, stay tuned for further “Developer Diaries.”

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