In the eyes of the project white is no longer white, and black is no longer black. (not that you should ever be using pure black or pure white anyway :P ) try aiming for more yellow / brown tones. We want things to look worn old and used. rather than new and dirty.
Framing the character with the environment is a must, we don't want every thing to blur into one big blob when looking at it from a distance. If the character has dark clothing, a light bright background or spot light will help make them pop (same as light clothing should have a dark background), take any of the pictures from Coraline as an example.
Also the nice earthy but bright colours in coraline is what we are aiming for in costumes and assets.
Images below are character models by http://www.vamak-graphics.com/We hope to have a similar style of diffuse texture, as outfits may be complex we would like to keep normals to a minimum, keeping the detail sharp and clean.
We will hopefully use zbrush high poly's for creases and small clothing details. But instead of using them for normals, we will bake ambient occlusions so that we have a more hands on delicate approach to detail.
We will hopefully use zbrush high poly's for creases and small clothing details. But instead of using them for normals, we will bake ambient occlusions so that we have a more hands on delicate approach to detail.
Keep differant items of clothing to differant photoshop layers, so it's easier to test out different colour schemes.



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