Because it's just not a real RPG unless there are giant rats.
The above picture represents about 30 minutes work. The armature is made (It'll be reused by several "ratlike" creatures) and the basic mesh is made. The giant rat is going to be pretty small actually, so there's not a lot of detail. About 400 triangles. I've yet to rig the mesh so it works with the armature, and I'll also have to make the animations before it can be considered done. Once the mesh is rigged I'll make some visual variants, like mole rat, brown rat, giant weasel, giant rabbit maybe... If I rig the mesh first I won't have to do it again for every extra mesh I make, I can just duplicate the mesh and then edit it (add some big ears, fatten up the body etc...) finally I'll have to rig any parts that got added and check it works without any errors when animated.
I like to rotate my efforts to different areas of the project every few days. If I work only on coding it'll make me crazy so I also spend some time on art assets and other areas of development.
The above picture represents about 30 minutes work. The armature is made (It'll be reused by several "ratlike" creatures) and the basic mesh is made. The giant rat is going to be pretty small actually, so there's not a lot of detail. About 400 triangles. I've yet to rig the mesh so it works with the armature, and I'll also have to make the animations before it can be considered done. Once the mesh is rigged I'll make some visual variants, like mole rat, brown rat, giant weasel, giant rabbit maybe... If I rig the mesh first I won't have to do it again for every extra mesh I make, I can just duplicate the mesh and then edit it (add some big ears, fatten up the body etc...) finally I'll have to rig any parts that got added and check it works without any errors when animated.
I like to rotate my efforts to different areas of the project every few days. If I work only on coding it'll make me crazy so I also spend some time on art assets and other areas of development.
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