Tracery of Fate is a fascinating VR trip in an incredible dark fantasy setting. The world of Alfira is almost dead, but it has own story, which unfolds for you with every new step. Solve mysteries of the world on the edge of destruction, which is so beautiful in its apocalyptic agony.
WAR SKELETONS
The first enemy of this game that I did was a skeleton. He had a helmet, a sword, and a shield. He was also the test field of the style of our undead characters.

The main reference was Darksiders and Wow. I was taking some time to do research and find out how can I achieve something similar.

When It comes to highpoly high-stage Clay brush was really helpful. Because of it, I was able to give a shabby effect. A few custom brushes with cracks & clashes were used.

Other skeletons were made on top of the base of the first one. Additional assets were modeled like a crossbow, a quiver, an arrow, an axe, another 2 helmets, a Standard, a scarf, an additional shield, and ribs for the skeleton that has no equipment.
MERCHANT



The greedy Merchant. He is the character from which you can buy stuff in the game.

This character supposed to have an animation of him opening the mouth. Because of the two blend shapes were made.

Body and boots are fully mirrored on uv's side to save texel density and make texture quality higher. Four straps under his shoulder pads are also overlapped.

His neckless has some rectangular parts. Only thee of them are unique.
Every other are just overlapped on uv's.



PLAYABLE CHARACTER


This project started with me making this model. The main goal was to test how our game will look like from the art style point. We were taking references from Wow, Warhammer and Darksiders.

It should be stylized, not too noisy. With details but still stylish and colourful. Silhouette also should be exaggerated.

In the beginning there supposed to be three playable characters, but at some point there was a decision to go with only two.

When it comes to revolver. We had a base concept and model was made. In the process of development I felt that revolver is not fitting our style of the game. Because of that I offer my own design and it was approved.


THE GOLEM


The Golem or as I call him "The Challenge". You might ask why?
Because this Boss should be 3-4 times more bigger then the player.

The amount of details should be more than usual.

It took me a while to figure out how to achieve that "flash/meatball" effect on his head.

When it come to optimization all three legs are the same model. They are duplicates of each other on uv's also. To make them look more unique I positioned assets like bones and skulls differently on each leg. I used the same method on his head and Bulova.

The idea is to model three types of bones, fangs and skulls separately and then cover the model by using them.
WAR MAGE
With War Mage the biggest challenge was his platform. The style itself if the challenge from the beginning, but the platform adds a bit more on top with the shapes and how they are deformed. As always if it doesn't kill, it makes you stronger as a modeler :)

Essentially War mage has a staff that allows him to cast some spells. I thought that we could make it more interesting by giving him more attacks without spending too much time on animation. When the character was finished, I suggested the idea of having a few skulls that could levitate on top of the edges of the levitating platform. War Mage can use those skulls to throw them into the player while he is casting his spells.
ARCH MAGE
The moment when I saw the concept of the Archmage my first thought was "This will take me a while!". It looked really badass and something that I was dreaming of doing. What can I say, you can't run from your destiny. Huge props to the Concept artist.

From the optimization point the head, boots, waist skull, and shoulders are symmetrical. The waist part is more interesting to talk about. There are a bunch and bones and fangs. What I did was I modeled only 3 versions of the bones and the fangs and stacked them in a way you couldn't see that they were repeating. The first row is #1 bone, #2 bone, and #3 bone. The second row is #2, #3, and #1. That way repetitiveness does not drag too much of your attention. With the fangs, science was the same :)
OFFICERS



When I saw the concept of Officer I couldn't wait to make in 3D. I really love the design.

Fan fact about those two guy's. In the very beginning there was supposed to be only one Officer, but then I have been told to make a variation of him.

This is how the second Officer with the hood was made.

I have been working closely with the FX artist to provide ideas for the special effects.

PROPS



This project give a me a good opportunity to work not only on characters, but also on other types of models.
I was responsible to make props, weapons, traps that are in the dungeons and much more.

The chest and the crossbow were the assets that I am most proud of.
Crossbow shape was really hard to nail because of how shapes are connected to each other.

On the lowpoly stage I mirrored the chest to save some uv space for the other parts like stands.