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Camelot Unchained - Bandits - In Game Models

A series of bandit models created based on my own concept for in-game NPCs for Camelot Unchained, now in early access on Steam. Each bandit was designed to save on modeling time by re-using pieces, while also pushing the silhouette and readability for each type and tier. The sculpt and proportions were limited by a pre-existing rig, so unfortunately I couldn't push things quite as far as in the concept, but I was able to push in certain areas of the outfits to maximize silhouette impact.
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Weapons range from 5-12K triangles, each character ranges from 25 to 45K triangles. Each character uses two 2048 maps and one more for the weapon.
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I created the high poly sculpt in Zbrush, hard surface elements in Blender, and used Blender for the UV layout and retopology. I used Substance painter for the materials, and then finally brought them back into blender for posing and renders after importing them to the game engine.

Higher tier melee bandit.

Higher tier melee bandit.

Lower tier melee bandit.

Lower tier melee bandit.

Higher tier archer bandit.

Higher tier archer bandit.

Lower tier archer bandit.

Lower tier archer bandit.

Wireframe and individual triangle counts. On the far right you can see the base body that I used for all variants.

Wireframe and individual triangle counts. On the far right you can see the base body that I used for all variants.

UV layout and maps - each map is 2048 x 2048 in game, with two for each character and one for each weapon.

UV layout and maps - each map is 2048 x 2048 in game, with two for each character and one for each weapon.

Original concept

Original concept