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Project Fairybomb

A stylized 3D character project/study! The goal was to attempt designing and making an optimized character model with a single material and nonstandard UV mapping for a more comic-style render, inspired by Arc System Works' "2D" material style (Guilty Gear Strive, Dragon Ball FighterZ, Marvel Tokon: Fighting Souls)

Key art (Rendered and composited in Blender)

Key art (Rendered and composited in Blender)

Turnaround in Unity (Material uses Poiyomi Toon Shader)

Main design sketch. Eventually, I decided on an "analog" theme: A sleek fairy robot made out of 80s-90s analog technology, made to work off of and manipulate signal.

Main design sketch. Eventually, I decided on an "analog" theme: A sleek fairy robot made out of 80s-90s analog technology, made to work off of and manipulate signal.

Other iterations, from when I was looking for my concept. I knew I wanted to make some sort of non-conventional fairy, but didn't know how yet.

Other iterations, from when I was looking for my concept. I knew I wanted to make some sort of non-conventional fairy, but didn't know how yet.

Blender screenshots of the topology. Some faces were triangulated for use in UV unwrapping

Blender screenshots of the topology. Some faces were triangulated for use in UV unwrapping

UV unwrap and texturing. The goal is to give more texture space to handdrawn elements, paint straight edges to create shapes by offsetting the UVs, and putting undetailed UVs onto small solid colour regions. Space is left for future additions (VFX+Decals)

UV unwrap and texturing. The goal is to give more texture space to handdrawn elements, paint straight edges to create shapes by offsetting the UVs, and putting undetailed UVs onto small solid colour regions. Space is left for future additions (VFX+Decals)

A sketchfab preview for further inspection!