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Chinbald

The tutorial boss for a Punch-Out-esque game three of my classmates and I worked on as a semester-long class project. The game itself is beard-themed, so we naturally decided that the first opponent should be utterly beardless, hence his name.

I was tasked with modeling, UV mapping, texturing, rigging, and then animating the game's characters. This guy here was the first one I tackled.

Chinbald Reel

Geometry contains a total of 1916 triangles.

Geometry contains a total of 1916 triangles.

His eyes are individual textured planes that can switch between different graphical states via UV scrolling. To add extra flexibility, each eye can also be individually scaled and rotated.

His eyes are individual textured planes that can switch between different graphical states via UV scrolling. To add extra flexibility, each eye can also be individually scaled and rotated.

While his mouth and eyebrows are assigned blendshapes to give them their flexibility, he also has bones to articulate his hair, glasses and lower jaw.

While his mouth and eyebrows are assigned blendshapes to give them their flexibility, he also has bones to articulate his hair, glasses and lower jaw.

Since the game relies so heavily on visual cues to communicate your opponent's next action, I had to give him a decent amount of controls.

By the looks of things, he's getting a bit claustrophobic with all those NURBS controls hanging off of him.

Since the game relies so heavily on visual cues to communicate your opponent's next action, I had to give him a decent amount of controls.

By the looks of things, he's getting a bit claustrophobic with all those NURBS controls hanging off of him.