Back when I started TigerHawks, I hadn’t started down the path of building anything in 3D. The game was originally supposed to be a 2D action shooter with 2D inter-mission social games between the pilots and crew, but I grew frustrated by the limitations and the sheer labor that 2D design had forced onto my ideal for Tigerhawk’s gameplay.
Now, after a long while of training in how to use Blender for projects like Traitor’s Legacy and building my 3D printed figurines, I feel that I could push TigerHawks into a fully 3D game, from top to bottom.
The character modeling has been the most challenging to learn, but it’s coming along. It’s been an arduous process in learning how to properly design 3D character models to deform correctly after getting rigged. I’m still getting caught up in making the models look polished with painterly textures, more on that later, but there’s finally some tangible aesthetic progress to lay your eyes on that isn’t hidden behind the scenes in code.