The previous iteration of the robe looked rather rough, so I remade it as a mesh, rather than using the garment maker modifier on a plane. This also allowed me to add a hood rather easily.
After completing the robe I turbosmoothed it to raise the polycount so it didn’t look so jagged, and applied a skin wrap modifier to it, so it would deform around the character as they moved.

After applying a texture I posed the character into a state intended to be used when they are casting a spell.
Overall, I am moderately pleased with the end result of the character, which is to say that I don’t think it is of overwhelming quality, either in terms of the model or the textures used, but I believe it is serviceable to the game it was created for.
My biggest criticism of the character is of myself, because the original idea for the character was to have a realistically skeletal appearance which in hindsight was an unrealistic goal.
Because of the time it would have taken to model and sculpt even only the visible parts of the body to a high level I had to scale back the character’s design to the simpler appearance it currently has due to the understanding that it ultimately would not have been worth the time taken and effort considering the relatively small role the character has within the scenario level itself. The most noticeable part of this idea is when I sculpted the character’s feet into boots because of how complicated modelling the bones within the feet would have been.
This initial overestimation of what I hoped for the model has left me somewhat disappointed with what I have accomplished, but as I previously said, I believe it is of a passable standard.
Having completed The Necromancer character’s model, the next stage of the project is to create some environment assets.





