
androidgamecoder
androidgamecoder2025-06-02 15:44:27 UTCGoblins are common in English, Scottish, Welsh and Irish folklore, serving as a blanket term for all sorts of evil or mischievous spirits. As such they are typically an important part of the sprite object pool for any fantasy adventure game, particularly in early encounters. It's hard to find a quality model in this genre that doesn't look too cartoony. This piece immediately struck me as a serious foe for my game characters. The artist pulled a striking amount of armor layering and skin surface work from the 99303 vertices in the object file. Three compelling skin color schemes are offered in the texture files, dark silver, tan, and earthy green. Similarly three armor coloring schemes are also offered. Intricate construction details can be seen the reddish leather and brushed steel armor, such as cording and riveting. The drape and folds in the leather give it a realistic landscape and weight. The skin texture has an almost amphibian feel. The facial details in the eyes, teeth, and ears combine to give a particularly ominous expression. I add a yellow glow programmatically to the eyes in my game to enhance this effect. I just use the object and texture files for OpenGL, and as such a separated base mesh by body part saves a lot of time for animation. The 'SeparatedMesh' folder in the download package includes a 'Body' folder that only has 'Body.fbx' and Body2.fbx' files. It would be nice to have separate .fbx file for each body part for the skin texture, which could be imported into Blender and exported as .obj files. Or have the main object (.obj) file broken down by body part in the file itself. To his credit the modeler did send me personally an attachment of object files for the separate body parts. As it not part of the download package, those using the object file should request this. Otherwise you will have to go through the object file triangle by triangle to separate it out for matrix manipulation of the body part vertices. For instance, the head skin vertices consist of 23469-26952 and 41001-43890. A fine example of the astounding creature work of Wernerkurt.