![]() Heather then created an extremely scientific drawing to illustrate to the team how she would solve that problem:Īfter we all nearly passed out from immense adorable-ness of this masterpiece, she separated out the “dome” of the suit to be a head that could spin around, and that actually added some really cool options for when animation came into play! Animating a lot with a littleĪfter the 3D models are finalized, Gene, our animator, takes over and creates an animation skeleton that fits with the suit’s body shape, and then sets out to create unique versions of all of the animations that suits need, like walks, runs, waves, dances, and so on.Ĭreating distinct and emotive Astroneer suits is actually a big challenge because you never see their faces, and none of them talk (besides the occasional muffled exclamation). The original sketches of it were super adorable and we loved them, but once they got to 3D, we realized something really important was missing: A head!Īstroneers need a head so they can move it around and shine their headlamp where they are looking when underground… and Exotic suit’s body was also its head. The best example of these happy accidents came during the modeling of the Exotic suit. I don’t have to get the (2D) designs perfect…Which is sort of freeing because in the translation from 2D to 3D, something always goes wrong.” “Because I am a concept artist and 3D artist, a lot of the magic happens when I actually convert it. She told us a little bit about that process: Heather went to work modeling the suits in 3D from the concepts. ![]() Here is another one, showing that the Arid suit’s design is heavily inspired by real life space suits and astronaut clothing:Īfter a round of feedback and approval for the rough designs, the real fun began. One of our favorites incorporated the famous “water bear” photos from a few years back.Īs you can see in the above photo, inspiration for Tundra suit came from microorganisms, diving suits, and military style safety armor, among other things. These mood boards always included really interesting images to show the inspiration and themes for the suits. Some of the earliest sketches we saw of the new suits were mood boards with rough silhouette drawings. Once that is done, she “paints over” the 3D shape, then models the final asset off of that. After refining the sketches to the final version, she then moves to modeling a rough silhouette of the suit’s major features to make sure it works in 3D. Heather starts with sketches of variations to work out ideas quickly.
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