These characters were modelled, fully UV Mapped, plainly textured (solid skin color only, for now), rigged for and skinned for biped skeletal animation, and contains a few base animations to test all major joints. These will serve as a base, to create other characters from, using a custom Face and Body Morph MAXScript.
A Base low-poly mesh was created, UV Mapped, rigged and skinned for skeletal animation, then select face and body parts/properties are morphed for minimum and maximum extents, eg. Eye width from each other, Eye height, nose bridge width, ears, cheeks jaw etc…
This demo shows the AI Character system, where the scene contains more than 100 active AI characters, but only those within range are being rendered and animated, while those who fall out of range, will still animate, and engage in combat, but not be rendered, and those that completely fall out of the large range, will not be active at all, the frame rates speak for themselves, mostly hovering above 100.
The combat magic system allows the game character to cast projectiles from specified bones in the skinned mesh hierarchy, a custom HUD was also created to show what weapons or spells, and which combat mode the character currently is in.
Grub is still work in progress, but has many features, he contains +- 13K triangles, is fully textured, rigged and skinned (including a facial rig, with facial animations), and contains many animations, which will be shown here, as well as having clothes, armour and weapons, and also animations to use them.