Spellcaster Studios

Make it happen…

Initial modeling

Rincewind just started some 3d assets, and here is the initial results of the player character model for “Grey” (compared to the initial concept):

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This is a render in 3d Studio (with a single light source). There’s probably better ways to do these renders, but we don’t want to lose time looking for something just for show-off.

This is just the base model, no texturing of any kind.

It has approximately 2400 vertexes, and 4200 triangles. Since this is the main character, we’ve stretched the budget a bit.

The main problem was that Rincewind was a bit rusty, haven’t modeled anything in more than 6 months… Another issue we’ve had some discussions about was how to model the hair… He decided for a polygon tangle that will be textured with alpha test. It’s not as dynamic as a physics based system, but it should be enough for the purposes of this game (since the camera is usually set in a bird’s eye perspective). Another discussion we’ve had was about rigging the face for facial animation, but since we still don’t know if we’ll have the manpower to actually do anything with that, we decided that if the need arises, we’re better off replacing this model with a more detailed one for cutscenes.

Another screenshot (now with two lights):

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And the obligatory wireframe (polygons, not triangles shown):

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He’s now texturing the model, so we’ll have a prettier version of this next week (hopefully).

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