Aeges Road Character Quest
In a constant attempt to get this RPG off the ground, I have been locked in an epic struggle with digital art. I have spent several weeks now reviewing other artists work and critiquing my own against theirs. It has been both educational and humbling. I also broke down and bought a Wacom tablet. It is among the most useful purchases I have made since starting this project.
So to get right down to what I am doing right now, I am undoing several shortcuts I took in order to deliver something by deadline. Of these shortcuts includes the character models. At first, the models were working great, until I tried to decorate them. That is when everything went downhill fast. I had built them wrong thinking I could save time using multiple segments, and essentially shot myself in the foot. I was also disappointed in many of the character animations. The short legs and arms really didn't bring things out in a visually appealing manner. So I scrapped the models and started from scratch, this time with better tools and more experience. The end result is much better. I am playing with animation cycles and working with the model in order to decide whether this is the keeper or not. I like the
fact that the model is still cartoon deformed, yet has enough length to accent movement.
Here is a rendered model I have been scribbling over trying to get an idea for the final Illindey. I originally pictured her with a deep brown hair, but decided that green fit her profile a bit better. I also decided to go with a baggier clothing look, basically because I thought it looked cool.
So I suspect that for the next few weeks I will be scribbling on characters and fine tuning animations. I will also continue work on the storyline. The storyline is progressing rather nicely, and I am able to get full digital prototypes for dungeon floors very quickly now. I am debating working a few simple puzzles into the exploration once I get free of some other to-do's. I think once I get past working on character art, I will get doors rendered and functioning in the game. :-)
So to get right down to what I am doing right now, I am undoing several shortcuts I took in order to deliver something by deadline. Of these shortcuts includes the character models. At first, the models were working great, until I tried to decorate them. That is when everything went downhill fast. I had built them wrong thinking I could save time using multiple segments, and essentially shot myself in the foot. I was also disappointed in many of the character animations. The short legs and arms really didn't bring things out in a visually appealing manner. So I scrapped the models and started from scratch, this time with better tools and more experience. The end result is much better. I am playing with animation cycles and working with the model in order to decide whether this is the keeper or not. I like the
fact that the model is still cartoon deformed, yet has enough length to accent movement.Here is a rendered model I have been scribbling over trying to get an idea for the final Illindey. I originally pictured her with a deep brown hair, but decided that green fit her profile a bit better. I also decided to go with a baggier clothing look, basically because I thought it looked cool.
So I suspect that for the next few weeks I will be scribbling on characters and fine tuning animations. I will also continue work on the storyline. The storyline is progressing rather nicely, and I am able to get full digital prototypes for dungeon floors very quickly now. I am debating working a few simple puzzles into the exploration once I get free of some other to-do's. I think once I get past working on character art, I will get doors rendered and functioning in the game. :-)
