Jumping to the third dimension
Wow, the past two months have been absolutely insane. Between moving and acclimating to my new job, my poor website has been pretty sadly neglected. But no longer! I seem to have picked the absolute worst time to move, being out of work already due to forces completely beyond mine or my company’s control (I wish I could go into more detail, but NDAs prevent me from doing so). So if anybody reading this is looking for some seriously talented game developing mojo with a good smattering of artist included for free, let me know, I’d love to talk to you.
The upside to all of this is that I now have a LOT more time to work on my personal stuff. A fact I’ve been taking thorough advantage of.
Now that the engine is more or less intact, I’ve been going whole hog on asset creation. Below are some screen shots of the latest model, rigged, posed, and rendered in Blender. I made a few changes from the original concept, such as visible feet and the removal of the teardrop scarf around her neck (might put that back in eventually), but overall I wanted to keep the same feel as much as possible. The face and star/moon on the dress will be added as soon as my Wacom pen gets back to me, I left it in Virginia over Christmas break.
435 verts, 834 triangles after loading into the game engine.
For comparison, these are two of the original concept sprites.