3 LODs
2 Skins
Humanoid Rig
Unity Tested

Built from scratch.

Brought to life in Unity.

A stylized game character by OAGX studio.

A stylized game character by OAGX studio.

IDEAS / ART / CHARACTERS / REAL - TIME

CHARACTER CASE STUDY

STYLIZED
CHARACTERS
FOR UNITY

ENGINE

STYLIZED
CHARACTERS
FOR UNITY

ENGINE

3 LODs
2 Skins
Humanoid Rig
Unity Tested

Built from scratch.

Brought to life in Unity.

A stylized game character by OAGX studio.

IDEAS / ART / CHARACTERS / REAL - TIME

CHARACTER CASE STUDY

STYLIZED
CHARACTERS
FOR UNITY

ENGINE

ONE CHARACTER.
TWO LOOKS.

Two colour treatments explore how the same character identity can adapt to different worlds, factions or gameplay roles without changing the underlying asset.

MINT VARIANT

Alternate skins for the same character.

Alternate skins for the same character.

01 / TWO COLORWAYS

ORIGINAL SKIN

Signature look.

Clean, stylish,

ready for action.

ORIGINAL SKIN

Signature look.

Clean, stylish,

ready for action.

ALTERNATE/ MINT

Cooler palette.

Same identity.

ALTERNATE/ MINT

Cooler palette.

Same identity.

ONE CHARACTER.
TWO LOOKS.

Two colour treatments explore how the same character identity can adapt to different worlds, factions or gameplay roles without changing the underlying asset.

MINT VARIANT

Alternate skins for the same character.

01 / TWO COLORWAYS

ORIGINAL SKIN

Signature look.

Clean, stylish,

ready for action.

ALTERNATE/ MINT

Cooler palette.

Same identity.

SCULPT

Forms, folds and mechanical detail.

SCULPT

Forms, folds and mechanical detail.

Topology

Turning the sculpt into a game mesh

SCULPT

Forms, folds and mechanical detail.

FROM SCULPT
to game
asset.

Sculpting, retopology, UVs, baking and texturing.
Building the forms first, then bringing them into a lighter game mesh.

02 / THE MAKING

Explore the maps

SCULPT

Forms, folds and mechanical detail.

Topology

Turning the sculpt into a game mesh

SCULPT

Forms, folds and mechanical detail.

FROM SCULPT
to game
asset.

Sculpting, retopology, UVs, baking and texturing.
Building the forms first, then bringing them into a lighter game mesh.

02 / THE MAKING

Explore the maps

Built to move.

Integrated with Unity's humanoid rig and tested humanoid rig and tested in a third-person setup using Unity Starter Assets.

Integrated with Unity's humanoid rig and tested humanoid rig and tested in a third-person setup using Unity Starter Assets.

Humanoid rig * Third-person integration test

Controller and test animations. Unity Starter Assets

02 / THE MAKING

Built to move.

Integrated with Unity's humanoid rig and tested humanoid rig and tested in a third-person setup using Unity Starter Assets.

Humanoid rig * Third-person integration test

Controller and test animations. Unity Starter Assets

02 / THE MAKING

15K TRIANGLES

Highest detail

12K TRIANGLES

Intermediate detail

8K TRIANGLES

Lowest detail

04 / GEOMETRY BUDGETS

Three levels
of detail.

15K to 8K triangles.
Approximately 47% fewer triangles from the higest to the lowest detail.

15K TRIANGLES

Highest detail

12K TRIANGLES

Intermediate detail

8K TRIANGLES

Lowest detail

04 / GEOMETRY BUDGETS

Three levels
of detail.

15K to 8K triangles.
Approximately 47% fewer triangles from the higest to the lowest detail.

Small maps.
Big character.

The UV and texture set organizes Rawbot’s clothing, mechanical components and accessories into a compact real-time material workflow.

UV Layout

BASE COLOUR / 2K

NORMAL / 2K

05 / SURFACE WORK

Small maps.
Big character.

The UV and texture set organizes Rawbot’s clothing, mechanical components and accessories into a compact real-time material workflow.

UV Layout

BASE COLOUR / 2K

NORMAL / 2K

05 / SURFACE WORK

Character.
Inside and
out.

The backpack and exposed mechanical limbs carry the design around the full silhouette. An Auto- Rig Pro control rig supports the running and crouching pose studies.

06 / EVERY ANGLE

BACKPACK/ REAR VIEW

RUNNING / POSE STUDY

CONTROL RIG / OVERVIEW

Character.
Inside and
out.

The backpack and exposed mechanical limbs carry the design around the full silhouette. An Auto- Rig Pro control rig supports the running and crouching pose studies.

06 / EVERY ANGLE

BACKPACK/ REAR VIEW

RUNNING / POSE STUDY

CONTROL RIG / OVERVIEW

Your next
character starts here.

STYLIZED
CHARACTERS
FOR UNITY
ENGINE

Your next
character starts here.

STYLIZED
CHARACTERS
FOR UNITY
ENGINE

WORK · STUDIO · PROCESS · CONTACT

LINKEDIN · ARTSTATION · YOUTUBE

info@oagx.studio

WORK · STUDIO · PROCESS · CONTACT

LINKEDIN · ARTSTATION · YOUTUBE

info@oagx.studio