#3 – Creating the avatar

Our group has decided that the game is going to be viewed from above when the pirates are fighting around on the ships. We originally planned that the pirates would have different kinds of looks on them, making them look different from each other. But if the game will be viewed from above that would mean that we will be limited to just making different looking hats and coloring the avatars. Even trying to make them to look like human pirates at all might be difficult to do. But we actually solved that quite easily. By making big hands, feet and noses, we made it possible to notice what the moving avatars on the level are. It will also be easier to view the avatars as humans after they have been animated.

Pirate From Above.jpg

But even if we wanted to make different looking characters, it might have been difficult to achieve anyways. Since we only had six weeks to complete the development of the game. So perhaps I should be happy that we actually chose to make the game viewed from above.

I actually kinda cheated as well when I made our character. I reused a character that I made a while ago. Judging by how the old and the new version look there is a lot that differs. But the flow of the polygons that the 3D-character is made of is pretty much the same aside from the nose, eyes and the length of arms, legs and torso. Other than that I just replaced and resized the rest of the polygons so they would fit the poorly drawn concept art of mine (I’m aloud to make poorly drawn concept art since I’m the only one in the group who needs to understand it for the moment, and as I have been saying there are only six weeks to work with the game).

Concept Art Pirate.jpgComparison.jpg

When the 3d modeling of the character has been finished it can be exported as an fbx file so that my fellow programmers can do wonders with it, but there’s still a little bit more to do with the character.Martin Månsson from Lag Anda

About Martin Månsson

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