From masks to models

Started the day off with the best place to look for pegs, pinterest. I also looked back to another board I had awhile back that were pegs for character designs I wanted to follow. It was a great help and looking back at it I realized I do want to add more to the model and update it further. Make it more unique and special. Try to find some identity that the Haunters should have. I began by trying to remember how Blender worked. Took a few minutes but most of it came back to me. Then I started off with what I wanted the eyes to look like. I didn’t want the boss to be too complex so I started off with him. Gave him a nice red scarf and it turned out very cool. It does appear very western but that was kind of the aesthetic in the first place.

When it came to the player character I tested out a lot of different versions for the scarf/cape. There were issues and I think by the end of my session I realized I might not end up with a final version that has a half-cape that drapes over the side. The cape does look cool but it glitches a lot and isn’t that feasible in actual battle. I might stick with having a long tail for the scarf. I still haven’t nailed down the look but I like the direction I’m going so far. I will probably add more detail to the mask and maybe even more equipment to the body so it looks like it’s carrying various things.

Having to give up the half-cape will be a big compromise for me funnily enough. It had been one of my earliest ideas. To take it out is a big step that shows me I am learning how to adapt to what I am creating, and that just because something looks cool doesn’t mean it should be done.

I will continue working on the character model while my Blender brain is still functioning then I will go back to finishing off its mechanics and abilities.

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