Brychni, Knight of the Night Sky

2023 UPCOMING "Solar shield, lunar sword, and stellar soul"

Summary

This is a rigged and animated female knight model designed and created from the ground up, themed around the sun, moon and stars. The initial design was heavily altered by the time of the final animation.

Overview

Brychni is a knight of the sun, moon and stars, the right-hand woman to a dark lord and eventually reborn two millenia later as Leonine Quietus (second robot model). Despite her position in the world, her final wish was to bring joy to humanity, a wish twisted by her reincarnation into only bringing joy to itself. She is half-Welsh and half-Indian, named "freckled light" (from "brych" and "roshni") for her birth under a cloudless starry sky.

Initial Design & Modelling

The initial design took inspiration from archived images of knight armour, combining metal armoured dresses with the ideas of asymmetry and a curved moon sword with a round sun shield. Some specific inspirations were one-armed jousting chestplates, fantasy leggings and the crescent shape in general. Four-pointed stars were incorporated mainly in the center of the design to fill out the "sky" between the sun and moon sides. The colouration consisted of mainly dark steel with highlights of bronze and fantastical blue materials, a colour scheme kept into the final design.


Modelling happened by first creating a medium-poly model in individual pieces, the same modelling method as used for the robot models earlier. Some subdivision was used, but it restricted the model to being rounded, so aspects like the solar shield and shoulder pad used no subdivision. A lower-poly model was created by manually retopologising over the first model intended to make UV mapping and rigging easier (as well as to incorporate sculpted details as a normal map), but the large amount of asymmetry and separate objects proved very difficult to work with, not to mention that both models were very low-poly for artistic standards, having been created from an optimisation standpoint. This led to the original model being remade from scratch.

Initial sketching, outlining, colouring and shading of the first knight design, from a front and back view.
Model of the first design, modelled piece by piece individually with inconsistent use of subdivision. Right side is original detailed model, left side is manually retopologised. Both front views.

Redesign Modelling

Brychni was remodelled using the previous model as a rough guide, but undergoing heavy redesigning and a large increase in symmetry, this time all as one object (not counting weaponry) using a subdivision modifier with edge sharpening for access to hard ridges while making retopology a matter of reducing the subdivision level. (This also ensured a large amount of edge loops, optimal for ease of UV mapping.) Asymmetry was mostly reduced to being in material types during texturing, and otherwise was only featured in the rotated stars on the skirt and the weaponry.


The entire body is now star-themed with additional four-point stars, relegating the sun and moon themes to the weapons. The sword has been changed to a straight rapier with a crescent hilt, and the shield is a much smaller buckler for deflection rather than blocking, as if the central extruded sun has a field of gravity.

Final knight model, redesigned from the original. Modelled entirely using a subdivision modifier and edge sharpening to allow for easy retopology, at the cost of details. Textured with Substance Painter using default materials. Front, side and back view.
Wireframe view of the final model with seams (some alternating sections are selected in orange to highlight groups of UVs).

Rigging & Animation

Rigging was relatively simple in Blender; the existing groups created for UVs were partially reused to select different areas of control for each bone and add them to a relevant vertex group. This was a fast enough process that, after doing it once and failing to save changes, it was no problem to re-rig afterwards.


Animation began by using default human rigs in Blender adjusted to include a sword and shield position to block out key poses for a number of attacks, which were screenshotted and traced over. Then, Blender's action editor was used to manually animate an action for each move, including a walk cycle and death animation. This was done by manually moving and rotating (and, for exaggeration on key elements like the sword during a big swing, scaling) individual bones and keyframing them to different times, adjusting the positions and timings until the animation was satisfactory. Some animations also used different interpolations, such as an instantly snapping 360-degree rotation after Solar Flare/Comet Sweep since it includes a twirl that needs to be reset from. The use of action keys meant that the animations were automatically imported into Unreal alongside the model, fully functional out of the box, meaning only audio needed to be added at this stage.

Sketches of each animation's keyframes, traced over the bones of placeholder default human rigs posed in 3D.
Animation workflow within Blender, during a frame of the Skyfreckle Pierce animation. Bones are posed and then keyframed at specific points in time, and manually tweaked until the animation is satisfactory.
Animation imported into Unreal 4, with basic sound also added in-engine. Pop out to watch in full screen.

Textures and materials: Adobe Substance 3D Painter

Site font: Atkinson Hyperlegible


Apart from the above, all content was created by me, CactusMagelord, unless otherwise stated.



"Knighty knight, my night."