Melee Lab / Character workshop

Shared parts. Different people.

A face and hair pass for the character builder. Every look below uses the same head, morph library, hair generator and equipment system available to player characters and NPCs.

Builder checks: 192 face/hair/beard combinations and 10 look round trips passed. Click any image for full size.

One system, five looks

Neutral clothing and consistent studio lighting make the head shapes and hair easier to judge.

The Wanderer
The Wanderer
The Hound
The Hound
The Ranger
The Ranger
The Old Knight
The Old Knight
The Squire
The Squire

Face library

Hair and beards removed. These are morph and skin recipes on the same mesh.

Weathered
Weathered
Burn-scarred
Burn-scarred
Lean
Lean
Grizzled
Grizzled
Fresh-faced
Fresh-faced
Broad
Broad
Dark
Dark
Tawny
Tawny

Hair library

The same face and colour for every style, with no beard. Length, parting, density, waves and recession come from reusable recipes.

Long and unkempt
Long and unkempt
Shoulder-length waves
Shoulder-length waves
Swept back
Swept back
Cropped
Cropped
Thinning
Thinning

Close inspection

The two reference characters exercise the shared parts. Facial contours are smoothed in the exported geometry; skin and hair now have fine normal detail.

The Hound · front
The Hound · front
The Hound · three-quarter
The Hound · three-quarter
The Ranger · front
The Ranger · front
The Ranger · three-quarter
The Ranger · three-quarter

In the game

Fresh off-screen captures using the imported meshes and game materials.

The Hound · Unreal
The Hound · Unreal
The Ranger · Unreal
The Ranger · Unreal
The Old Knight · Unreal
The Old Knight · Unreal
The Squire · Unreal
The Squire · Unreal