So I hit a couple snags with the wolf model which upset me a bit more than it should have but I had the world of programming to fall back on in the meantime!
I had a model like this:
Was looking really cool but in the end the look was decided to be a bit too fantasyish for our game. Which meant this model just gets tossed onto a shelf to gather dust. I gave it another go but ultimately my heart was not in it and I failed at creating a decent wolf for what we wanted. There could be many factors to attribute this failure to including no concept art and the team for letting it get to this stage before deciding it wouldn't work (I did send progress files as I went to try and prevent this outcome). Maybe I can come back to it after a break and try a new strategy (look at some unity asset store wolves perhaps) but for now someone else on the team is giving it a go.
I am continuing with the programming course and also doing some smaller models on the side. This was a good lesson, and I probably got too attached to my creation. When working with a group it is important to be flexible when you can and realize a lot of things may have to be redone quite often. Still I think the group should work to make sure as little has to be redone as possible as well.
Learned a lot about trying to refine work with this go around and look forward to continuing the indie game dev journey.
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