Friday, October 14, 2022
HomeIndie GameShadows of Doubt - A First-Person Detective Stealth Game

Shadows of Doubt – A First-Person Detective Stealth Game

Hi everyone, welcome again to our more-regular-than-ever dev weblog! This time we’re persevering with to speak concerning the citizen visuals; Miles the voxel artist will take you thru his workflow of making clothes. Take it away Miles…


Last weblog I talked about making voxel faces for the residents in Shadows of Doubt and the challenges that include that. This week, we’ll be trying on the modeling of the residents as a complete and their outfits!

If you comply with us on social media, you could have observed that the residents’ wardrobe choice has expanded past trench coats and trilbies. Don’t fear, you’ll nonetheless discover this dapper detective look across the metropolis. However, you’ll additionally see a variety of different outfits; from informal denims and shirts to snazzy attire and to elegant fits.

In this weblog, I’ll run you thru what it takes to create a brand new outfit for the sport and the selections I make when designing them.

Creating the Outfits

All designs begin with a bit of little bit of analysis. Usually, this entails googling 1920-80s clothes and discovering some easy inspiration there. However, I’ll usually search for outfits worn by celebrities from this time, or I’ll draw inspiration from noir movies, akin to ‘The Maltese Falcon’.

To model an outfit there are a few important limitations that need to be addressed to get it working in Shadows of Doubts. For the purposes of procedural generation, every outfit, ideally, can be worn by every citizen and have a random colour. Therefore, when an outfit is modelled, it is modelled six times. Three times for each body type we have, and then another three times so that there is a masculine and feminine version.

To get the random colours, the model is first created fully coloured so I can get a good idea of how it “should” look. It is then manually grey-scaled to allow the code to recolour it properly, and with this, I create the colour map to select each area to be recoloured differently. Generally, the outfits have 3 colours to be replaced: red, green and blue, however, I’ll additionally use black on the color map to take care of sure colors from the bottom texture earlier than being recoloured by the code, like a white shirt or black buttons.

Once this primary model is accomplished every mannequin must be checked to ensure it really works with the animation and different outfits that it’ll randomly generate with. The outfits exchange the fashions for the arms, legs, physique, and many others. so ensuring that all of them align correctly and there are not any oddities protruding when a personality is strolling is essential. A superb quantity of trial and error is required, going backwards and forwards between Unity and Qubicle, chopping off voxels right here and there to make sure the outfit works effectively. Generally, the tops and the bottoms, in addition to attire, are constructed from a standardised base design and this helps cut back the quantity of trial and error wanted to transform the outfits to a superb commonplace.

With voxel fashions, the texturing and the modelling is commonly one in the identical course of. Particularly for decrease decision voxel fashions. It’s very straightforward to easily retexture whereas working in Qubicle. Moreover, the folds of clothes and the floor texturing is baked into the bottom texture mannequin, fairly than utilizing polygons. This means combining the texturing and modelling processes is essential as a result of it’ll assist me make selections as to easy methods to get a superb clothes “look”.

Unique Outfits

While it’s fascinating to make all tops and bottoms work collectively to get an enormous range of procedurally generated outfits, there are some instances the place this merely wouldn’t permit for sufficient form variation. The greatest reason behind that is that the tops and bottoms want to take a seat flush on the interface of the place they meet on the waist. If this interface differs between every outfit there’s normally some bizarre clipping once you begin to combine and match them.

To get round this there are a couple of “complete” outfits, these are ones that cowl the total physique and don’t combine and match a number of items. It’s far simpler to create a novel form if the entire outfit works as one. The gold jacket and white trousers within the screenshot above is one such instance. Another instance is the attire. Which additionally offered one other important problem…

There are not any customized animations for the outfits, due to this fact for attire, the design should permit for leg motion with out the mannequin deforming to maintain the mounted voxel form. As a outcome, the attire are made as a stable objects as a result of this implies because the legs cut up aside for the strolling animation they seem as one steady floor. If they have been hole, you’ll primarily see the costume cut up aside too when strolling.

An identical design is used for the ditch coats, however, as these preserve the fashions for the higher legs a bizarre little wall of voxels is used to cover when the legs cut up aside when strolling. However, this will want additional work if it poses a problem throughout sitting animations the place you possibly can see the underside of the higher leg fashions.


Other notable distinctive outfits are these which can be used for particular professions. For manufacturing facility employees, I’ve created some beautiful work overalls to put on as a substitute of getting their trench coats soiled! And then for the cops, we created a considerably dystopian twist on the standard British police uniform. They’ve obtained the classic good black uniform, and custodian helmet, nonetheless, we’ve hooked up a riot gear visor. This helps implement the concept that they’re privatised safety and provides them an impersonal really feel because it obscures their identification.

Other Features

Recently we launched glasses and hats into the character technology – I discover they actually assist add a large amount of persona to the characters, with little or no effort.

This will likely be a distinct segment reference, however in continuation of our inner ‘this citizen appears like x individual’ sport: This dude actually jogs my memory of British vocalist Richard Hawley – Cole.

We even have an enormous number of hairstyles. Conveniently the hairstyles are designed to work with any head form as all of them comply with the identical construction, not like the clothes. This means any single coiffure can be utilized for all 6 head sorts.


Lastly, sneakers! The sneakers aren’t a part of the outfits as such, as a result of they are often an essential clue in your detective work. Currently, there are 3 varieties of sneakers, your bog-standard type, boots and heels. They have the next decision to the remainder of the residents’ outfits to mean you can distinguish the element on them.

Final Thoughts

Cole has just lately spoken in a weblog put up about producing the personalities of residents: Eventually we want to tie this into the residents clothes selections. Therefore, somebody who’s joyful and outgoing usually tend to put on brighter and outlandish outfits. And we will then use this to tailor particular outfits to the personalities so that there’s a broad spectrum of personalities encompassed by the clothes.

Thanks Miles! Tune on this time subsequent month for extra…



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