Player model - witchypoos
by Proto · 04/30/2007 (8:36 pm) · 10 comments
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.
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#2
05/01/2007 (4:24 am)
Nice work! I look forward to future posts.
#3
Other than that, interesting art style, keep us posted.
05/01/2007 (6:29 am)
I agree, there is something with those arms that bothers me. Not sure what, perhaps it is that they are so thin?Other than that, interesting art style, keep us posted.
#4
05/01/2007 (7:36 am)
Yep, the arms are thiner then the legs, perhaps if the arms where about the same thickness as the legs (or both were a little thicker), other then that, nice stuff :)
#5
05/01/2007 (10:55 am)
The face reminds me of Sean Penn! =P
#6
05/01/2007 (1:13 pm)
I think she just needs some elbows, but it looks great =)
#7
05/01/2007 (4:58 pm)
oh, was expeciting a hot young sexy witch :(
#9
05/01/2007 (5:05 pm)
but seriously, this model looks great.
#10

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.
05/20/2007 (11:13 pm)
Progress Update
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.

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