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D-0066

The player character. A D-Class convict in an orange coverall. The number is the only name the game gives him.

The current model, on a turntable.

How he looks

An orange D-Class coverall, worn in, with D-0066 stencilled on the chest above the left pocket and again across the back. Dark brown combat boots. Bare hands. Dark brown hair slicked back into a quiff, a short beard, a smirk, and a cigar.

He woke up next to two corpses in a place that should not exist, and he looks mildly entertained by it.

Where you see him

The game is played in first person, so mostly you don't. You see his shadow, you see him in mirrors, and you see his corpse. You will see his corpse a lot.

Concept art

Painted after the model was finished. I put renders of the 3D model into an image AI, directed it, and picked the results. Mood pieces, not screenshots.

Painted concept art: D-0066 in an orange coverall fires a rifle across a yellow wallpapered room under fluorescent lights, casings flying, cigar smoke drifting.
Concept art: firing a burst.
Painted concept art: D-0066 in an orange coverall wades toward the viewer through shallow water in a pillared hall under fluorescent lights, a rifle across his body.
Concept art: a flooded hall.
Painted concept art from behind: D-0066 in an orange coverall walks through a hall of striped pillars toward a bright open door, a rifle in one hand, along a blood trail.
Concept art: an open doorway.
Painted concept art: D-0066 in an orange coverall faces the viewer in a dim corridor under a single light, a lit cigar glowing, a rifle held low across his body.
Concept art: standing in a corridor.
Painted concept art over his shoulder: D-0066 in an orange coverall, cigar lit, aims a rifle down a dim yellow corridor. Dark shapes with red eyes cling to the ceiling.
Concept art: a dark corridor.

Animations

He has over 130 animations. The grid shows a selection of the current model's clips, by move and by what he is holding. Hover or focus a clip to preview it, and select it to play it in full. The weapons and the ladder are stand-ins for now.

A selection of D-0066's animation clips

Weapon
Action Unarmed Pistol Rifle Heavy weapon Handheld item One-handed melee Two-handed melee
Walk in place
Walk forward n/a n/a n/a n/a n/a n/a
Crouch in place
Crouch forward n/a n/a n/a n/a n/a n/a
Jump
Ladder
Fire n/a n/a n/a n/a
Swing n/a n/a n/a n/a n/a
Throw n/a n/a n/a n/a n/a n/a
Swim n/a n/a n/a n/a n/a n/a
Swim and fire n/a n/a n/a n/a
Tread water n/a n/a n/a n/a n/a n/a
Death n/a n/a n/a n/a n/a n/a

Development

How D-0066 was made. AI tools were used at most steps, and I directed, checked and reworked every one of them by hand.

  1. Concept art

    He started as a painting. An image AI produced the first concept art: the coverall, the number, the quiff, the beard, the smirk with a cigar in it. Everything after this was built to match it.

    Painted full-body concept art on a grey background: D-0066 in an orange coverall with D-0066 on the chest pocket, arms crossed, a cigar in his smirk, brown work boots.
    The first concept art of D-0066: arms crossed, cigar in the smirk.
  2. Turnarounds

    The same image AI then painted him from four sides: front, back and both profiles, arms out, the way a modeller wants a character. The cigar was left out on purpose, because the next tool could not build one.

    Painted turnaround sheet view: D-0066 in an orange coverall standing in a T-pose, seen from the front, on a grey background.
    Turnaround, front.
    Painted turnaround view: D-0066 in a T-pose seen from behind, D-0066 stencilled large across the back of the orange coverall.
    Turnaround, back.
    Painted turnaround view: D-0066 in an orange coverall in profile, facing left, one arm held out toward the viewer.
    Turnaround, left.
    Painted turnaround view: D-0066 in an orange coverall in profile, facing right, one arm held out away from the viewer.
    Turnaround, right.
  3. The first model

    All four views went into a 3D-model AI, which built a full textured model from them. It got the shape right. It got a lot of other things wrong.

  4. Rebuilt by hand

    That model was edited heavily before it was allowed near the game:

    • Hands. The generated ones were bad, so they were replaced with MakeHuman hands.
    • Eyes. They were flat paint on the face. He has real eyes now.
    • The smirk. The generated face lacked it. An image AI sketched the parted lips, and they were modelled in.
    • The cigar. The 3D-model AI could not make one, so it was added afterwards.
    • Detail. The head has more polygons than the body, because the head is where you look.
    • Texture. Reworked by code I wrote with a coding AI. The code adds the wear: dirt, imperfections and small details.
  5. Animation

    Most of the base animations come from Mixamo, and both his models share them. The throwing and two-handed melee sets come from two other animation packs. None of them are used as they came: each was edited heavily and went through many versions. The grid above shows a selection.

  6. The model before this one

    The earlier D-0066 was built in MakeHuman. It had no hair that fit him, so an image AI painted his hair onto a mannequin from the original concept art, and the 3D-model AI turned that picture into hair. Here are the same moves on both models.

    Old
    New
    Old and new, side by side.
    Walking with a rifle: the earlier model and the current one.
    Old
    New
    Old and new, side by side.
    Crouching, unarmed: the earlier model and the current one.
    Old
    New
    Old and new, side by side.
    Firing a rifle: the earlier model and the current one.
    Old
    New
    Old and new, side by side.
    Death: the earlier model and the current one.

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