Low-Poly Munchies!

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! Laughing out loud (Yeah, I'm a crazy Lovecraft fan as well Eye-wink)
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! Smiling

Deep One: Deep OneDeep One: Deep One

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Looks amazing!

Looks amazing!

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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 Smiling

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.

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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 Smiling

I hope to be able to start working on the initial model this evening, so updates will come soon if all goes well Smiling

// Gridur

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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"

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Sweet!

I do think that Blender comes with an .obj exporter, so that won't be a problem to test out then Laughing out loud I'll give you a holler when I got something ready for testing!

// Gridur

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