Rudimentary concepts brought to life

Published September 28, 2019
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It's been a while . . .

I've spent these last couple of weeks experimenting and slowly building up the foundations (concepts) of a playable character; which would ultimately end up in the demo. It's based on an old Frankish design, with some additional tweaks here and there. Granted, it is really-rough around the edges, but I wanted to see how it all came together; thus left some parts for the imagination (will polish it later, like the straps and the cape, etc.).

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Initially, when I landed on this design, I decided to cramp as much detail onto this model as I could–just so that it would double as promotional material. That being said, that inadvertently created this intangible struggle of having to create two separate low poly models for said purposes. Suffice to say that the more I worked on this, the more clear it became that it might be a better idea to switch engines all together (to Unreal). But . . . and this is the main source of my conundrum: this would also mean that the project would be thrown back several months; not entirely sure that the delay would justify itself.

Whatever might be the case, I'll keep working on this small, linear dungeon crawler ("cave run") and see where this project will go from here . . . Furthermore, I thought to share some close-ups of the model:

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Next Entry Assorted bits
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