Rebirth is a survival horror sandbox game with a focus on procedural environments and dynamic AI. Influenced by games such as STALKER and Silent Hill, all set in a sandbox world ready for players to explore. Use our complex melee system to fight your way past grotesque foes. Use your wits and stealth to conquer unsurmountable challenges. When all else fails, use your guns and risk enemy detection. How you play is up to you...But remember, you only have one life to live. Make it count.
Hey guys, I'm one of the artists working on the characters for Rebirth and below is the male lead that we have thus far. It's more or less a finished product after 4 or 5 iterations we went through, although some things, like textures, may change as production goes on.
Posted by sofabound00 on Jul 24th, 2012
He's been out on his own for a while, so we wanted to give him more of a dingy-and-dirty-but-not-quite-homeless look; we'll probably end up getting some more grime in there before he's finished. Our guy is pre-rigged, so once that's integrated, that will probably be the next big character update we get up here.
Speaking of which, the way we're having the character rigs- and much of the environment art- set up is by using a modular workflow, which - if you haven't the slightest what that is - will allow us to give all of our characters one rig and essentially create custom characters in-engine by switching out their clothes, body parts, etc. We'll also integrate a variety of walk cycles and other animations for males, females, different body types and whatnot, so everyone will have their own personalities, although they use the same rig. Characters will still move independently of each other and be able to do their own thing; it's just more of an efficient way of doing things than creating 10 different kinds of jackets where maybe two would suffice with a few texture variations.
If my crazed ramblings are making no sense, hopefully they become more clear in the coming weeks. For now I'll leave you with the tl;dr version = we're working smarter not harder. (But we're still working pretty hard. :-)