3D-Modeled Skeleton

Friday, April 29, 2022 at 09:20 PM

This is a skeleton that I modeled for Daggerfall Unity in my effort to create 3D monsters, which is a project that I'd like to get back to eventually if nobody else takes up that mantle, because having 3D monsters I think would be really fun. But in the meantime, the real benefit of a skeleton is that you can use it as an enemy in any game, and you can even take the bones apart and use them as props. And thus we have the skeleton enemy for Age of Singularity.

A detailed mid-poly human skeleton standing in Blender.

A detailed mid-poly human skeleton standing in Blender.

Reusability is something I think about a lot, and it's why I'm okay with making all these side projects, because they actually feed in asset-wise and coding-wise into my main project, Nots Game. Every system I make for Age of Singularity will transfer to Nots Game.

You gotta have a good skeleton around, because you could do so much with a skeleton. It reminds me of Jason and the Argonauts. I'm even thinking of animating it in that kind of stop-motion way, where it's kind of jittery and kind of creepy. You could do that with some plugins for Blender. So this guy is about 8,000 triangles. As soon as you start adding bones in that have cylindrical curvatures, you're going to start multiplying the number of triangles.

So that's why it's a good idea to go in with these rib parts that you're not going to see, and to start collapsing these vertices, because you'd get rid of a couple of those, reduce the triangle count further. I want it to be really anatomically accurate, and then we can later on simplify and figure out what doesn't really need to be there. But I thought it would be a really cool idea to do it this way.

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