Most of this head was done in a few hours last night, while tonight was all about that little tuft of hair across the top. The tuft took way longer than I'd like to admit, but I'm satisfied with the result.

Right, I can think about modelling him up proper now. The endless struggle of "is this low poly enough?" begins tomorrow

Spline cage is almost done! Just a couple small details left to worry about.

Right now I've gotta deal with the hair, weird shapes that only hold up at certain angles. I need to take as much guesswork out of this as possible.

I'm finally getting back to work on an older project, feeling rejuvenated and way more confident about 3D-modelling a character.

Starting with a spline wireframe - this definitely adds more time, but it also takes a *ton* of guess work out of the modelling process for me. Way easier to tweak details and get the general forms to feel right.

In my attempt to get a GoldenEye animation in-game, I managed to squeeze one down from 90 frames @ 30 fps, to 18 frames @ 6 fps. For an animation like this, the results were promising.

Differences are plainly visible when placed side-by-side, but the reduced version sticks remarkably close to the original.

This is just a glimpse of what I'm dealing with. GoldenEye's 16-bone rig VS Half-Life's 42-bone rig. I've singled out the bones in the HL rig that match up best with the GE rig, but I don't know if I'll ever be able to match that power stance.

So I figured I wasn't going to worry about editing the death animations.

But then I had an idea. A really silly idea. And then I found the tools that will allow me to execute that really silly idea.

This is me testing just how easy it'll be to execute that really silly idea.

While playing with Xplorer FX's interrupt switch, one detail that I thought was super cool is that Tekken 3's models are selectively smoothed.

Like here, Kazuya's arms, chest, and face feature smooth shading, but his hair, neck, and gloves are flat-shaded. Count those neck tris.

He's working! Here he is in action, using one of the scientist animations. ⌨

Modelling is done, head is unwrapped, and emblems have been added to the HEV suit as modeled detail.

Textures are temporary! Gonna paint them up properly next. ✌

I expected this to give me some hell, but it ended up coming together with minimal pain!!

The sweep, though. I fear the sweep. I have to do the sweep tomorrow.

Doing a little modding for Sven Co-op / Half-Life! Building myself a wirecage to model around - his hair is kind of tricky to figure out, and he's gonna be *very* low poly.

A friend shared a ridiculously cool-looking project running in the *beta* of Media Molecule's "Dreams", described as "a visually stunning, cinematic FPS w/ solid momentum filled gunplay".

Screenshots speak for themselves imo, I didn't think we'd see stuff this good out of Dreams this soon - before MM's toolset has even been released.

Source: twitter.com/DISARMEDTWEETS/sta

Just announced last night, this sounds super interesting:

BSP2Doom, a toolset made for -focused level editors, for building levels with advanced 2D/3D features. Lightmaps, overbrights, and automatic creation of control sectors for 3D floors.

This is still in the development stages, but the results look real promising. Real interested in seeing if this gets off the ground!

πŸ”— doomworld.com/forum/topic/1039

Spent all of last week watching AGDQ, so now I'm finally finishing modelling the last few props. Just three more to go, then I'll be taking a break from modelling to figure out a character design. ✌

*So* close to being done with modelling office props. All that's left on my list now is modular office desks β€” corners, short and long ends, add-on drawers, organizer shelves, monitor risers.

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