

What with a colleague (whom shall remain nameless, but who's name starts with a 'K') singing the praises about Headus -on the daily, I thought I'd give it a go on this project. It works pretty good for me, it appears to minimize distortion without including using a texture map and edge thickness as in UV t in Maya. I don't think I'll abandon Maya's editor anytime soon but Headus does work great, and I'll likely keep using it -until juggernaut Autodesk gets with it and puts those features in Maya's UV editor (!?). Headus' interface is cludgy. At this stage for Prophet I've added a sash. By sash, I mean a mandible. By mandible, I mean jaw bone. It seemed to belong. Also, I settled on stylized arboreala akin to the Bonzai tree plants in Japan. All his details have a story, should probably bust that out in greater detail later, but the devilish deathly skull, and the life-oriented tree on his back are constrained to the prophet as he's a mediator or sorts. I'm not particularly attempting to be 'out-of-the-box' with the metaphors on my character, but, meh, why not. Hopefully I can get him into Mudbox this week.
LORD TAKOMONTako, Japanese for Octopus, and 'Mon' a sort of Japanese abbreviation for monster. This is a work in progress (WIP)