Ravenbound The Vessel Player Character

For Ravenbound we created three different races for the player character, called The Vessel - Humans, Simlar (deer humanoid) and Ulvar (wolf humanoid).

Each time the player started a new game, they got a randomized version of the player depending on what race. Since one of the core mechanics is to have a new character every round, we created a lot of variation for the player character.

My tasks included modeling, texturing and implementing armor, clothes, hair and faces. This was a collaborate effort and my great colleague Fredrik Ortmon created the original models and textures for assets like Ulvar faces and armor, as well as Human faces among many other things. Later on when the game had changes in art direction, I was responsible for going back to all character assets and update all high polys and textures to be closer to semi-realism.

https://www.artstation.com/fredrikortmon

Playable Characters, rendered in Avalanche in-house Apex Engine.

Playable Characters, rendered in Avalanche in-house Apex Engine.

Some of the human faces high poly. All faces shared the same topology, originally sculpted by Fredrik Ortmon. I later updated them to be more realistic and detailed.

Some of the human faces high poly. All faces shared the same topology, originally sculpted by Fredrik Ortmon. I later updated them to be more realistic and detailed.

Line up of a couple of faces in-engine. All heads shared the same uvs and topology.

Line up of a couple of faces in-engine. All heads shared the same uvs and topology.

Example of how the progress of the faces. The face on the right side was modeled and textured by Fredrik Ortmon. The next ones is when I started updating them to fit new art style.

Example of how the progress of the faces. The face on the right side was modeled and textured by Fredrik Ortmon. The next ones is when I started updating them to fit new art style.