Angel of the Deep, Part 2

I’m still working on the model that I introduced in my last blog post. So far, I’ve made a low-poly mesh and textured it, though I may change the texture later on. I’m having doubts as to whether the glowing hair and tentacles is a good idea.

In terms of polygon count, this thing is a real monster – 5484 triangles in all. That’s not the worst thing about this model, though. I’m planning to construct a new skeleton for this creature and animate it. Initially, I thought of re-using the skeleton and animations of One of Many, which is why this model bears a slight resemblance to it. None of the available versions of Tazpn’s MDB Import/Export plug-in properly imports the OoM model and skeleton, however, so it seems that I have no other option than to put together some bones and animate them. That’s not as necromantic as it may sound, but I’ll still have to draw upon far greater wizardry than what I’m accustomed to.

More to come in my next blog post.


Update, 11 May 2009

I've decided that as far as making this particular figure glow, less is more. Check out the latest screenshot below.

Comments

Anonymous said…
I think the glow map looks fine on the tail(?) tentacles, but it doesn't seem to fit so well with the hair.

I imagine, though, this is the sort of model that seeing it in action would be great.
All your creatures look awesome!

While this is something well out of my league, I do appreciate someone working hard at new models ... Will we ever get the chance to include them in our own modules?

Lance.
Frank Perez said…
Yes, I'm planning to release all the creature models that I'm making for Shattered Dreams. They should be at the Vault at around the same time that the module itself becomes available.

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