Character Design Diary #2 – Kingdoms Heroes: Arena
Dear Players, Following last week's development log on the "Zhao Yun Chapter," today we continue to focus on the character development settings of "Kingdoms Heroes: Arena.
In this update5
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Full Kingdom Heroes:Arena update
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changed【Outfit Design: Establishing Equipment and Textures】The primary task of the outfit design was to establish the overall color scheme and fabric texture of the clothing. We used the familiar green and white image as the base color scheme, focusing on expressing the glossiness of silk and the craftsmanship of embroidery to elevate his scholarly aura. At the same time, we utilized three-view drawings to calibrate the tailoring of the multi-layered robes and the visual proportions of the feather fan.
changed【Combat Stance Concept: Reviewing Action Performance】After completing the basic outfit design, we proceeded to draw the combat stance concept art, using 2D imagery to preview Zhuge Liang's dynamic movements when facing enemies with his fan. This stage mainly reviews the silhouette paths of the wide sleeves and long robe hems during movement changes, ensuring that the clothing design does not cause visual interference from the matchmaking/combat perspective.
changed【3D High-Poly Model: Setting Model Details】Once the 2D graphic assets were finalized, the development pipeline entered the 3D high-poly sculpting stage, where we gradually materialized the aforementioned settings into 3D. Elements including the metallic patterns on the head crown, the totem embroidery on the lapels, and the feather structure of the fan all had their complete 3D data established at this time, preparing this tactical general for his debut on the battlefield.
changed【3D High-Poly Model: Setting Model Details】We will continue to reveal the development processes of more generals in the future, so please stay tuned!
Kingdom Heroes:Arena changes
changedThe primary task of the outfit design was to establish the overall color scheme and fabric texture of the clothing. We used the familiar green and white image as the base color scheme, focusing on expressing the glossiness of silk and the craftsmanship of embroidery to elevate his scholarly aura. At the same time, we utilized three-view drawings to calibrate the tailoring of the multi-layered robes and the visual proportions of the feather fan.
changedAfter completing the basic outfit design, we proceeded to draw the combat stance concept art, using 2D imagery to preview Zhuge Liang's dynamic movements when facing enemies with his fan. This stage mainly reviews the silhouette paths of the wide sleeves and long robe hems during movement changes, ensuring that the clothing design does not cause visual interference from the matchmaking/combat perspective.
changedOnce the 2D graphic assets were finalized, the development pipeline entered the 3D high-poly sculpting stage, where we gradually materialized the aforementioned settings into 3D. Elements including the metallic patterns on the head crown, the totem embroidery on the lapels, and the feather structure of the fan all had their complete 3D data established at this time, preparing this tactical general for his debut on the battlefield.
changedWe will continue to reveal the development processes of more generals in the future, so please stay tuned!
Dear Players,
Following last week's development log on the "Zhao Yun Chapter," today we continue to focus on the character development settings of "Kingdoms Heroes: Arena."
This time, we would like to share the 3D model development journey of the Shu Han Chancellor, "Zhuge Liang."
【Feather Fan and Silk Cap, Strategizing victory from afar】
In the minds of the public, Zhuge Liang has always been the representative of a calm, unhurried, and highly resourceful strategist. The team's goal is to attempt to translate this refined and elegant temperament into the fighting arena. To showcase the characteristics of this tactical general, we conducted numerous tests and adjustments in the initial appearance settings.
【Outfit Design: Establishing Equipment and Textures】
The primary task of the outfit design was to establish the overall color scheme and fabric texture of the clothing. We used the familiar green and white image as the base color scheme, focusing on expressing the glossiness of silk and the craftsmanship of embroidery to elevate his scholarly aura. At the same time, we utilized three-view drawings to calibrate the tailoring of the multi-layered robes and the visual proportions of the feather fan.
After completing the basic outfit design, we proceeded to draw the combat stance concept art, using 2D imagery to preview Zhuge Liang's dynamic movements when facing enemies with his fan. This stage mainly reviews the silhouette paths of the wide sleeves and long robe hems during movement changes, ensuring that the clothing design does not cause visual interference from the matchmaking/combat perspective.
Steam post image
【3D High-Poly Model: Setting Model Details】
Once the 2D graphic assets were finalized, the development pipeline entered the 3D high-poly sculpting stage, where we gradually materialized the aforementioned settings into 3D. Elements including the metallic patterns on the head crown, the totem embroidery on the lapels, and the feather structure of the fan all had their complete 3D data established at this time, preparing this tactical general for his debut on the battlefield.
We will continue to reveal the development processes of more generals in the future, so please stay tuned!