Inside each of us…
…is a skeleton…
Rincewind’s working on the skeleton model:
Although there’s no textures, it already looks pretty good!
This will be used as a basis for most of the “skeletal” family of enemies, which includes mages, archers, fighters, etc. We’ll start from this base and then add/remove geometry as needed for each case…
To use the normal map space better, Rincewind divided the UV map in charts, so that instead of just reusing the left/right side of the model (as usual), we’ll reuse individual bones…
Below you can see those charts:
The version with less bones is going to be imported into high-poly modeling suite and then the detail will be added before generating a normal map…
On the tech side, things have been a bit slow… while building the effect system (a beast by itself), I’ve been founding small bugs here and there in the renderer and I’ve been fixing them… as such, not much progress has been done (specially nothing that warrants a blog post)… Hopefully next week I’ll finish the effect system for real, and I can get started in more interesting things; it will be hard to have the first stuff ready by the first deadline, but we’ll do our best!
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