This is my recreation of the title screen for Graze Counter GM, one of my favorite games ever. I’ve been wanting to make this for a long time and the main reason was to improve on my modeling, rigging and animating skills. I took Pierrick Picaut’s The Art of Effective Rigging 2 rigging course and it really made a difference. It was rendered using Malt since its NPR capabilities are way better than EEVEE’s. Anyway, enjoy:
Timelapse of the full animation process:
Striae Alis rig features:
Pose assets:
All bone collections used (Blender 4.1+ FTW!!):
Selection sets (tip: use it, it’s really useful!)
Control bones/total bones:
Project size (title text, planet, rig, full animation):
The rigging process took about a week and a half, animating took around 14-16 hours. I didn’t track the scultping, modeling and texturing but they might have taken 1-2 weeks in total (I’m still not very skilled on those).
Anyway, I hope you like this , especially fans of the game and people involved in its development (if they ever get to see this post ). This project made me realize that fan art is a very powerful way of learning 3D art (or art in general, probably). I think that, since you already like the original so much, it is much easier to go through the frustrating parts of the process; and, sometimes, you’ll stumble upon a very time consuming challenge and will end up developing a way to automate it and be like, “Wow, that’s pretty cool!”; I was like this when I made her wavy skirt automation; I knew it would take lots and lots of time to animate waviness on her skirt so I tried to automate the process and it worked quite well!
I’m very proud of this, I learned a lot, I hope this encourages people to work on personal projects and I think this will be one of the few projects that will in the front page of my portfolio for a long time!