So hers the development of the main character in the game who is still for the time being called boy.
As in the last post here is the sketch:
And here is the first draft of the 3d model
I textured him and then he looked like this, the hair is still a newer texture.
this was obviously a verry quick first attempt at this texture and was just too see if stuff looked right with color and all the uv pieces made sence.
I then baked an ambient occlusion map of the character
since some of the elements are mirrored i had to delete any bits that were mirrored so that i didint get overlaping baked areas.
i made a duplicite mesh and deleted the bits.
this is what the mesh looked like after it was baked
Also found a button which saves a lot of time in Photoshop with seems. Im blender next to the bake button there is a margin slider(which bakes more pixels beyond the line of the uvs), if you turn it up to 4 or 5 ish seems become less noticeable(no black lines) and ao maps can be blurred a lot easier in photoshop .
I then took this bake into photoshop and mixed it wa the base color layer from the origonal texture and got this(the hair is in a separate texture):
And here is it applied to the model:
then i rigged him(kept t reasonably simple for thenow , just basic sceliton , IK, eyebrowseyes and jaw.)
i came into the problem on the eyes that i had made them not sphere at some point and that made the eye bones not work so i added new lower poly eyes and made them smalled aswell and a bit forther appart to fit more with the origonal sketch.
I like the smaller eyes
And then i animated, He is realy fun to animate. And the rig worked so that i could copy and paste the reverse pose for the other side of his body , so making a walk scycle only realy needed 2 poses
Here is the first pose :
This images shows the way i do walk scyles now, only using 2 poses, and inverting them for others
and here is the animations iv did so far:
idle , walk, run, sneek
Animation critique welcome :D