![]() Primary details One of the most notable details is the overall head shape, more rounded for feminine heads and squarer for masculine heads. I will explain the design choices I made, and hopefully, some of you can benefit from this analysis to help create your own voxel characters, or you might simply find it interesting. Below is a comparison between the masculine and feminine heads and their different face shapes. Then there are secondary details like hairstyle and facial hair which can be used for further emphasis. There are some key features that help communicate whether a face is masculine or feminine primary details such as, head shape, brow line form, chin, cheek and jawline structure, hairline position, nose shape, lips. It is particularly difficult to make masculine and feminine faces distinct and believable at such a low resolution. One of the biggest challenges with voxel faces is adding subtle differences in order to generate diversity. ![]() All of this should give a bit more life to the people walking around the streets of the city as well as a recognisable and individual identity. We have upped their resolution slightly, given them new clothes, and most importantly faces, with eyes and mouths and ears! We are also working on the citizen’s style choices: beards, hairdos, moustaches, tops, hats, dresses, etc. This blog focuses on the challenge of sculpting their faces… Creating faces in low resolution Recently we have been giving the citizens of Shadows of Doubt an overhaul. ![]() This year one of the biggest challenges has been revamping the citizens: Part of the game’s appeal is the city’s generated population of individuals, each with their own personalities and looks. Hi everyone! In this month’s dev blog I’m going to hand the reigns over to Miles, the talented pixel and voxel artist who’s now behind a lot of the new models you now see in Shadows of Doubt.
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