The sketching stage. Starting with 10 designs, I then further expanded my designs with new ideas, feedback and design combinations until I found a result that both the creative director, and I were enthousiast about.
Once the sketch was finished I went through the same workflow with the textured concept. Starting with the general game color scheme, military theme and some other substances I was interested in experimenting with.
As result one of the more experimental substances (oil slick leather) was most liked among me and my peers, which I gave some alternate versions. Version 3 resulted to be the final design for the cloaking ability character.
Using Marvelous Designer, I created the clothing.
I retopologized and UV mapped the clothing, with the 3D models made in Blender.
Using Substance Painter, I made an oil slick look for all metal pieces.
Arms would be seen in first person mode by the player in VR. Therefore we needed a detached version, without the rest of the body.
The character had a cloaking effect and had the ability to turn invisible.
The clothing design would be inspired on the character story. I experimented with multiple parts of the story and how they would be resembled as clothing.
The character had crystals growing from the skin, the face in particular required some experimenting.
I imported the sculpt into Maya and retopologized teh mesh.
Once I had an idea of the character I mixed the elements into a sculpt.