Hello everyone, Let's start with the mains goal of this project as well as the techniques used there. Thali is a character based on AFK Arena. In the game, she is a maniacal mage that uses fire as skills.
In this project, I wanted to be as close as possible to the original character design with a more detailed tone. I started this project at the end of 2021, thereby, I made the body of the character, then, I was discouraged from doing the hair, the jewelry, the texture and the rigging. After a long break, I went back seriously to this project in december 2022 to finish it completely by adding those missing elements. Basically, to make this character with blender, I used differents methods from differents youtubers of Blender and particularlythree that were really useful :
Concerning this file, it contains a fully rigged and textured character with the rigify addons_ (you can also change the baked textures into procedural materials in the shader editor by plugging the principed BSDF [BSDF] into the material output [surface] or the mix shader [shader] into the material output [surface] depending on which procedural material you are. --> procedural materials give you a better result in Blender but it is not often compatible with any other software you want to export this project)_ This character also has hair particles that are used for Thali's fur. You can also put the render and realtime off in the [Modifier Properties] in order to hide those particles if you don't like them.
This file also contains pre made poses that you can directly select in the pose library. The character contains differents textures :
This file has also a textured landscape (1 texture under 1K for the sand and 1 texture under 1K for the sandstone)
Finally, you have a smoke domain and two smoke emitters that are set to emit fireballs. The smoke emitter is the fireball (keep its render off because it is only used to precise the location of the fireball) and the smoke domain will limit smoke and flames from the fireball (make sure smoke emitters are inside the smoke domain) _Before rendering your blender project with fireballs, you will have to go in the smoke domain physics propreties and you will have to press free all and, then, you will also have to click bake all before rendering the animation. _
Moreover, you have access to 3 reference collections (one collection for hair reference, another for dreadlock reference and the last one to dreadlock gold attach and rubies). These collections are there as a bonus and can be reused and remodeled on other characters if these elements have interested you. Otherwise, you can delete these bonus collections.
Concerning the number of polygons, this character is a medium poly character.
Fireballs (2 smoke emitters) have 84 vertices, 240 edges & 160 faces. 1 smoke domain has 8 vertices, 12 edges & 6 faces.
Landscape has 196.612 vertices, 391.684 edges & 195.076 faces (4 vertices, 4 edges and 1 face for the sand and the rest for the sandstone)
Concerning the number of bones, this characters contains 199 bones from metarig and is ready for animation. She has bones for feet, legs, hips, spines, shoulders, arms, fingers, face (eyes ; eyelids ; eyebrowns ; forehead ; lip ; nose ; mouth ; teeth ; tongue ; cheeks ; jaw), ears, hairs (main hairs ; ponytail ; mustaches ; wicks) & one for the dress.
She also has 20 pre made poses (you can also add new poses or modify poses already done as much as you want) :
Concerning the animation, I rendered it in Blender, then, I used *Coolcut * (a video editing software) to change the speed of some moments in the final rendering.
In the **Blender_ThaliProject** folder, you will have access to :
If you have any other questions about this project, feel free to submit them to me.