GO Joshex! GO Joshex!
Thanks for the cheering Healix, been trying to think how to reply all day.
I suppose an Update will do, I've rigged the head except the mouth (I'm contemplating a spawn point in there). I will make spawn points for eyebrows and for eyelashes, I stole the eyeballs from the Zone-tan model, but will eventually have eyeballs spawned from a spawn point as well, I'm running at 2672 polygons for the high resolution model with no clothes or hair.
Spawn points will be used to spawn in things that can't easily be done using shape-keys or have far too much variation to expect one model to suffice.
The model has Individual fingers and toes, however only the fingers will be animated (it was to save polygons and processing power), as of now there are no knuckles on the fingers, if after all is said and done and the budget still has room I'll add them in.
To set the stage; This model came from a previous project I abandoned due to inability to get a license from Konami, the body was originally based off the body of Christopher Belmont from the Gameboy box art of Castlevania 2: belmont's revenge. Many changes have been made since then. Been watching a lot of Ultimate Muscle lately to try and get some of the muscle definitions right.
please let me know what you think of it so far, the final rigging will include abilities to morph into any physic from skinny to muscly to fat in various body areas, after this is a sleek version of the same model, then female fit and sleek versions.
Edit;
Made teeth and tongue, added knuckles, rigged most of face except mouth, will make spawn points in mouth for teeth and tongue. will separate top teeth from bottom, then rig mouth.
After this my vacation time will be over until I get my next essay done (should be done in a week).
Also did a flight power test today. managed to get a toggle flight on a moveable cube which is a placeholder for the character.
the model stands at
2980 polygons without clothes, 10k with clothes is the max point I'm shooting for with max resolution.
the resolution models, later I will adapt the game models for different computer strengths, they will be as follows;
Character Resolution (poly count) goals:
Max Res: 10k+
High Res: 4k - 6k
Mid Res: 2k -3k
Low Res: 1k - 1.5k (blocky stage 2 -ish, for thoseof you who know what 'blocky' stage 2 looks like)
Least Res: 500 - 750 (blocky-ish) because some players will be on extremely low end computers.
well, the face is rigged except for the tongue and can change size and such to make different face from it, it animates nicely.
The Upper teeth and lower teeth (set 1) are made, tongue 1 is made, eyes (set 1) is made. next will be working my way down the neck, still need to make Hair 1 and a default underwear texture skin but other than that it looks good, at least to me it does (let me know if there's anything you'd prefer.
Edit: tongue rigged, I thought it could be useful for emotes or such.
Almost forgot to rig the eyes lol, that's easy though will find time today, I at least want to get this part done. There are several more rigging challenges, such as the abs and arms the added muscle geometry will make for some pretty (and time consuming) weight painting.
I Also can't forget they need to be rigged to expand too. then texturing begins, I may need to make a second overlay model for secondary texture colors on the various parts.
Edit2: eyes1 is rigged, all bones are named.