XDefiant Character Development - Default Faction Skins Polish
Character skin, sculpt and modeling brush up work that I completed while working on the FTP shooter XDefiant. In the earliest days of development (2019-2020) we took several weeks to try and determine a certain quality bar to set for the in game look of the initial characters. After a first pass of a few characters created by internal and externals teams I was specifically tasked with presenting a more realistic, lived-in/grunged up look for several base default character skins. Here are three examples of the Before and After work needed to start and define a quality bench mark for all future characters and their variant skin sets. Updates included additions or changes to hair cards, fixes to facial sculpt/normals, and a full overall grunge/scratch texture re-pass to establish believeable roughness and metallic. Additional micro details added to certain surfaces and materials to help portions be more identifiable to real-world surface. New displacement and bilayer roughness with fake lid ambient occlussion shadow shader created for the eyeballs. Temporary subsurface scatter and micro wrinkle (face only) skin shader also created for presentation purposes. There was no hair artist or tech artist on board at the time so many shaders and hair card/hair modeling updates were developed based off textures and materials available to me from previous The Division title assets within the Snowdrop engine.