Somewhere, Nowhere - Lost Soul
A concept we came up with, was the idea of a lost soul wondering throughout the liminal spaces that the player is currently trapped in. The idea is that this lost soul was once in the same situation as the player but was never able to escape and leave the state of transition, thus becoming a lost soul who would hunt the player down.
Sculpting a Base Mesh for the Lost Soul
I began creating the Lost Soul in Blender by taking basic shapes of a human base mesh, and then manipulating them and forming them to have longer limbs in all areas, and have a much skinnier physic. I used reference images to help guide my design decisions.
Finishing the Lost Soul high res model
I sculpted the Lost Soul to have an extremely bony and skinny body, to appear as if he's been trapper for hundreds, maybe even thousands of years having nothing to feast on, with his body deteriorating.
Retopologised low res model
To texture and animate the Lost Soul in order to import him into the Unity project successfully, I was required to retopologise him, and get his poly count as low as I could, while still maintaining his most important details for a clean bake within Substance Painter.
Texturing in Substance Painter
After texturing him, I was onto rigging him, so I could animate the different movements he would perform within Somewhere, Nowhere. I started off with matching bones to his body as perfectly as I could.
Generating a Character Controller out of the Rig
Once I had matched the bones to his body, I generated the rig to access all the character controllers to help the animating process.
I made a bunch of different animations for the Lost Soul, lots of transitions from one animation to another, but the most important animations are the ones shown below, idle (when he's staring at the player), walking (when he's slowly approaching the player) and running (when he's either running towards the player to consume them or running away from the light of the lantern).
Sadly the Lost Soul was scrapped as we found it took away from the liminal experience, but I still wanted to show the work I put into him.