“why follow your dreams when you can follow me?”

Sully – 2022

Devlog 2

Over the past week, I have been trying to model a new and better character for Afterblast, since the previous character is both ugly and unusually lingiuini-ish. For some reason, I find Maya easier to model in than Blender. It took me three tries to me to get the character just right. One the first try, the model ended up looking like a rock, with a tiny head and huge legs. It didn’t even have any hands, so I deleted the character and started again. On the second try, the character looked a lot better, and even had hands and feet, but it still looked very chunky. I tried again one more time, taking all day this time. I used Fortnite’s original default skin for the reference. I then modeled it to look like the default skin. I still have to paint (texture) it, but I think it looks great.

Fortnite’s Default Skin Reference
Reacon (The character I made!)

Now I had to make the animations for it. For my first try, I made a sprinting animation, but the arms ended up moving through the body, and the legs were shaking. I remade the skeleton for the character, and when I tried to make the sprint animation again, it worked! Now I just had to put the animation and the character into my game. This turned out harder than I thought. When I first tried to import the character into the game, there was just empty space where the model should have been. Luckily, a good man called “Blackthornprod” had a tutorial on how to do exactly this, and I successfully imported the animation AND character into Afterblast. Today, I plan to make the idle animation, holding a gun animation, walking animation, jumping animation, and switching weapon animation. I have a look of things to do, but at least I know how to do it.

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