this character as the title suggest is still a work in progress, its going to be in a game I'm making via unity, my first time with unity but I've got advanced movement up and running ready to try this model out when ready.
EDIT
Here is the model so far with the armour
Sorry for the slight jagginess, blender has no point sampling options for textures so I've had to settle with this. I've seen it in Unity and it looks much cleaner, as you can see the texture itself does not have any outstanding jaggies.
Here is the design for the armour I'm currently working on "Tempest"
Here is the base characters reference, a very basic character with cutesy proportions.
http://i.imgur.com/VxGTY.png
Any and all comments or constructive criticisms are greatly appreciated,
Thanks for reading,
Bombshell
Replies
Shoulders are too angular.
Check the profile of the butt and the clavicle areas.
Having an extra slice on the feet wouldn't hurt either - give him a toe area so he can roll and bend properly.
any better?
EDIT: though not shown on this turntable I merged the lower loops of the head at the back because they just look unnecessary (as shown in the turntable)
and here is the model as is now, the UV unwrap may need some tiny tweaking, I couldn't find a way to do point sampling in blender so this is the best I could do.
the texture is temporary, a mere place holder, I will be making the character less human looking, I will aim to have the texture more like some kind of clay golem.
I will say this is my first time rigging with an IK, I've usually got stuck with optimizing a model or getting rid of warping.
Here is the texture itself.
dont mind the blank space, it will be filled with effects for in game actions, if I should make other skins, I'd rather keep all of it together so for example the characters can have a different "POW!" bubble when hitting.
The mismatch in texture scale for the legs is for other bipedal characters, with a scaling to the legs they can seem larger and more intimidating.
EDIT: I apologize for the strange jagginess, I could not find a wait for point sampling on blender, it actually looks much cleaner in unity.
anyway here is an armour design I intend to build on top of this model.
I've tested it and all still animates okay, after this armour is done I will be making a running, jumping, attacking and interacting animation, the project its for is reaching playable stages, hence my want for the animations.
I know how to move the skeleton and place key frames, but in terms of actually animating a cycling animation I know jack crap. Not sure how I should start, how I should export (1 per file? all in a row? each set in a row in its own file? (set being for when holding weapons))
Any help would be great.
If you need help finding correct poses, I suggest that you make a google image search using "muybridge" as a keyword. The man did tons of chronophotography, they'll come in handy.
EDIT: slightly fixed the walk animation