Archive for November, 2011
Witch Doctor WIP II
Posted by hadidjah in characters, low-poly on November 22, 2011
So this is my final submission for the GameArtisans chibi mini comp… I’m calling it a work-in-progress because I’m still pretty damn unhappy with the texture (sooooo much to do still….), but you know, deadlines are deadlines, so here it for now. ‘Zah!

Witch Doctor Chibi WIP
Posted by hadidjah in characters, low-poly on November 19, 2011
Finally got a chance to start on my chibi for these guys last night. Just wrapped up the model- on to UVs and textures!

Right now she’s right on budget at 1250 tris. Fitting all her trinkets in was a fun pain-in-the-ass sort of challenge.:P
Annnnnnd Sketches
Posted by hadidjah in characters, paintings and drawings, pin-up on November 16, 2011
Apparently, in Hadidjahland, the only thing worse than two consecutive posts is putting a bunch of 2D and 3D in the same post. Unacceptable! It makes my tags all messy.

GameArtisans is having basically the most awesome contest ever for chibi models of various generic RPG classes. So, from left to right, concepts for chibi/Borrower-style wizard/witch doctor (Sorry Blizzard. I love you.), warrior and scribe. I really like the witch doctor, but the other two need more love and a complete redo, respectively. I’m hoping to get the entire set of six done eventually, I’m having a blast with them.

Cute girls sharing giant headphones. All it needs is for them to be sitting on a unicorn on a road made out of a rainbow, or something. I’m going to try watercoloring this and see if I don’t completely destroy it.
BAM! New environments!
Posted by hadidjah in assets, environments on November 16, 2011
I’m assuming it’s pretty shivery in hell right now, being as I actually finished some things. Been trying to practice more current-gen (or at least less blatantly past-gen) modeling and texturing. It was fun, and I’m going to go make something that hasn’t even heard of spec maps now.


Greenhouse built in UDK, modeled in Maya, textured in Photoshop and nDo2, and weighing in at either 9300 or 3800 tris depending on whether you feel like counting instances.


This mighty kitchen has been forged of the same programs mentioned above and throwing around about 6500 tris. Also I learned all sorts of fun things about custom materials and it was awesome.
I should probably update….
Posted by hadidjah in assets, environments on November 11, 2011
As mentioned above, updates as to what I’ve been doing, besides being a jerk, and instead of daily 3D sketches like I should be, shall now follow:

Kitchen corner in UDK, about 5800 tris.

Greenhouse corner in UDK, about 7000 tris with instances, 3300 tris without.
They’re *mostly* textured at this point… Mostly… But you just get detail lighting for now.