I was responsible for the 3D asset creation and development of the filters. Working with the assets of the characters they provided, optimisation was the first step reducing the tri count by removing any unseen or unnecessary geo while maintaining the silhouette and key details of the model. A complete remap of the UVs and retexture of the models was also needed which I tackled next, creating multiple different colour variants for Sister of Battle and Space Marine for users to dawn the colours and represent their favourite faction, working closely with Warhammer in order to keep the outcome inline with their IP. With the max texture size of SparkAR being 1k I opted to split the Space Marine onto two texture maps to increase fidelity and sharpness as on a single map too much detail of the texture was lost.
Targeting both platforms required the filters to be built in SparkAR and Effects House, using the visual scripting graph and Javascript for the subtle armour rotation, gun positioning and tilt based on head movement. adding hair segmentation to edit the users hair to the iconic white of the Sister of Battle and augmenting the users eye colour to the symbolic purple staying true to the Cadian soldiers.