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Longtime since I posted anything here at SoP, been kinda busy with family matters for a while, but I have done a couple of small things for Hero, and soon I hope to create more content to this great upcoming rpg!
I read Johno's blog the other day, and in a article he wrote considering his project Swörd just made my fingers tickle for some Low-Poly modeling.
One thing I really must do is to learn about animation, rigging a model and make it alive for games in the future.
So I have started a mini project where I will design, model and animate a Low-Poly character.
I'm thinking about starting a forum thread where I can post updates on this project, some screens along the work-flow and maybe post some links to some good resource on the subject!
Anyway, I've done the initial concept design on the character I will work with, It's one of my favorite enemies from the all-time classic X-Com: Terror from the Deep! It's the almighty Deep One! (Yeah, I'm a crazy Lovecraft fan as well )
So for this blog post I'll give you the Deep One concept, updates will come on the forum, so be sure to check by! 
Deep One: Deep One
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Looks amazing!
Looks amazing!
That looks super sweet man!
That looks super sweet man! It will be very interesting to read about your choices in tools and work-flow and of course tips and tricks
If not we should create some kind of demo with the animated model in it just to get a feel for how it could work out in a game.
I will Blend it :D
My choice in modeling tool will be Blender, I love that application and it's really sweet to work with once you've learned to handle the gui!
Would be super cool to create a demo for the model, I will once again look on the Blender Python lib and see if we can get a format that we all like which I will write a export/import for, it almost worked with the Milkshape ASCII script I wrote a couple of years ago so I think I can handle writing one that works even better in present times
I hope to be able to start working on the initial model this evening, so updates will come soon if all goes well
// Gridur
Animation
As I have written, I have a working pipeline based on vertex blending / .obj frames.
If you can export the individual animation frames as .obj files I can write a program to animate / render it.
/johno
"you can't stop the change"
Sweet!
I do think that Blender comes with an .obj exporter, so that won't be a problem to test out then
I'll give you a holler when I got something ready for testing!
// Gridur