january 7

finished the model i was working on yesterday, which is kind of a miracle? it went so smoothly. I began with a drawing of i wanted it to look, then the geometry, texturing, rigging, and i didn’t run into any major issues except googling why blender wasn’t automatically assigning bone weight to the character’s head, turns out i was running into some scaling issues. Automatic weights worked on the first try too, so i didn’t have to tweak anything, kind of insane really.

the results are pretty cool and i can see a massive improvement in the way i do textures.

Normally when i do modelling the topology is weird and automatic heat maps generate all messed up. This time it worked on the first shot except for a fucky shoulder thing that shouldn’t be noticeable mid-gameplay (these guys will hardly show up in cutscenes)

Most of my day went into finishing this dude, tomorrow i should grab this base model and do another similar enemy but with different hair, textures and accesories. IN THEORY this should lead to rapid enemy humanoids, but i’ll find out in due time.

tested newprogrammer’s commits and found that battles still have issues to finish, and i’m wondering if we should rethink how that flow is made cause it’s been a torn for a while now. He says it’s not that big of a deal because unity does in fact show what’s wrong. Menu is also abit raw but almost there, just needs some extra polishing for human usage, such as tooltips and highlight active tabs.