Devlog 2 - Mage Hand Model


One of our priorities was to have the golem and first-person system implemented by ourselves, customized to our needs. We will talk about the Golem another day, so now let’s focus on the first-person aspect.

We were always limited in this area, but we also wanted to give a unique look to our game, so we decided to model this by ourselves.

We investigated and took lots of references, and we created a few different prototypes, to decide which one we will use.

We made a version in low poly and another one with a higher level of detail using 3ds Max. 


We ended up choosing the high detail ones, so we started making the UVs and rigging the model. We also brought it to Substance to create the textures. We wanted the hands to have a tattoo in the left hand, and to make the arms more interesting in case we couldn’t implement the arms clothing, using bandages.

For the clothing we started creating different types for the arms, and we planned to use it mixed with Unity’s (the engine we are using) cloth system.


We also modeled a few accessories, going from rings to bracelets, to make the aesthetic more interesting.

However, after some sessions of playtesting, we decided to use a low-poly model to fit more properly with the visuals of the game, which is full low-poly. So, we chose the previous low-poly model and apply a lot of changes to it, so it properly fits in.


We had to re-skin it again, as well as taking care of the rigging and the UVs. We also had to throw away the current hand animations, but luckily for us we could find an animator willing to help us, a great plus to obtain a more professional look.

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