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So I’ve put on my animator hat and started into some of the animations for the title screen and gameplay components. I’ve missed the joy of breathing life into characters but find I’m a little rusty.
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I’ve built a number of characters in 3D.  Our base models are around 600 polys, which isn’t a crazy amount, but it needs to be lowered for our in game models.  So I’m currently in the process of down rez’ing all the base character models.

It’s something that I always thought I would hate doing as an artist.  I don’t think any artist wants their work to look crappy and generally, down rez’ed models look like a shadow of their former self.  But I actually have found the process to be quite enjoyable.

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Today was a good day! We finally got a chance to visualize the character work Yeong-Hao’s been working on over the last week or so.

To visualize them we devised a charater generator system which allows us to define characters by range of components with variations. Basically, we set the body type and what heads, arms, and legs work with that body and voilà instant character crowd.
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