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Player model - witchypoos
Player model - witchypoos
| Name: | Proto | |
|---|---|---|
| Date Posted: | May 01, 2007 | |
| Rating: | Not Rated | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for Proto |
Blog post
Over the past week I've managed to claw back some creative time from my various distractions and so I'm getting back into it. I'm starting another project to continue making Torque art assets.
I plan to make an animated player model in DTS format. I have an idea for a game, inspired by a few Tim Burton films and a really funny dream I had recently (don't ask). I'm going for high-camp gothic. If anyone remembers Starfox Adventures, I have in mind using a similar voice to the crone vendor (a comedy falsetto voice a la Monty Python).
- I plan to use Lightwave as my modeller and will test adaptive subdivision (creating multiple levels of detail from the the one mesh) on an organic form.
- I plan to do a lot of work of the UV textures.
- I plan to include three levels of detail.
- I plan to include 6 animation sequences to start with (ambient, talk, jump, walk cycle, spell cast, fly, death).
- I plan to use an IK rig.
- I plan to include a few mounted objects (a designer handbag, a broom - that sort of thing).
- I'm aiming for 2.5K polys at the highest LoD.
I expect to have a rig prototype within a week, I'll look at finishing sometime the coming month depending on how compelling my distractions become ;-)
Work in progress:

The IK rig has posed a few challenges as I'm exploring a new way to set up my skelegons at the same time. So far, it looks like time saver using the LoadBones and MGUpdateBone plugins. I'm still working on getting the bone weight maps right, hence the default mannequin pose.
If I get time I may even look at lighting this too. I'd love to get some nice sinister under-lighting happening to offset the cutesy stylisation.
I plan to make an animated player model in DTS format. I have an idea for a game, inspired by a few Tim Burton films and a really funny dream I had recently (don't ask). I'm going for high-camp gothic. If anyone remembers Starfox Adventures, I have in mind using a similar voice to the crone vendor (a comedy falsetto voice a la Monty Python).
- I plan to use Lightwave as my modeller and will test adaptive subdivision (creating multiple levels of detail from the the one mesh) on an organic form.
- I plan to do a lot of work of the UV textures.
- I plan to include three levels of detail.
- I plan to include 6 animation sequences to start with (ambient, talk, jump, walk cycle, spell cast, fly, death).
- I plan to use an IK rig.
- I plan to include a few mounted objects (a designer handbag, a broom - that sort of thing).
- I'm aiming for 2.5K polys at the highest LoD.
I expect to have a rig prototype within a week, I'll look at finishing sometime the coming month depending on how compelling my distractions become ;-)
Work in progress:

The IK rig has posed a few challenges as I'm exploring a new way to set up my skelegons at the same time. So far, it looks like time saver using the LoadBones and MGUpdateBone plugins. I'm still working on getting the bone weight maps right, hence the default mannequin pose.
If I get time I may even look at lighting this too. I'd love to get some nice sinister under-lighting happening to offset the cutesy stylisation.
Recent Blog Posts
| List: | 08/02/07 - Furniture modelling 07/11/07 - Goth Models - Cat (spirit familiar) 05/01/07 - Player model - witchypoos 03/21/07 - Sports Car Model 02/27/07 - Seasonal Forest Models |
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Submit your own resources!| Kevin Erkelenz (May 01, 2007 at 05:53 GMT) |
| Daz (May 01, 2007 at 11:24 GMT) |
| Stefan Lundmark (May 01, 2007 at 13:29 GMT) |
Other than that, interesting art style, keep us posted.
| Leroy Frederick (May 01, 2007 at 14:36 GMT) |
| Blake Lowry (May 01, 2007 at 17:55 GMT) |
| Jesse (Midhir) Liles (May 01, 2007 at 20:13 GMT) |
| Ramen-sama (May 01, 2007 at 23:58 GMT) |
| Orion Elenzil (May 02, 2007 at 00:04 GMT) |
| Orion Elenzil (May 02, 2007 at 00:05 GMT) |
| Proto (May 21, 2007 at 06:13 GMT) |

I've found making UVs to be significantly easier using PLG UV tools, a set of free Lightwave plugins that unwrap the model without having to create a flattened morph or unweld a seam. What's more, the UVs they create were unstretched, so my checker image looked good even with the default settings. The textures still need a little tidy up but they're good enough for this milestone.
I've made some modifications to the rig and have some ideas on improving the sympathetic dress deformation with the leg movement, which is way too brutal at the moment. I'll need to work on the weight maps to get that working the way I envisage.
Edited on May 21, 2007 06:16 GMT
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