The character has been made playable by edoantonioco with my permission! You can find the files on the Steam Workshop.
Note: If you have issues I very kindly suggest you contact edoantonioco for assistance, since I haven't worked or played OG for a long time.
[Edit 2015-11-07] Project is on indefinite hiathus. I still have interest in finishing this someday, but as I actually landed a job as a game artist (!) it'll be a long while until I can muster enough time and energy to get accustomed to this project again. Sorry.
But I can't deny that this project likely helped me land my current job, so I want to give a BIG thanks to all of you who spurred me on.
The project is opened to the public in its unfinished state. You can download the files HERE [2013-03-20]. It is however the old project files, the new ones will be a while longer yet.
Included is the .blender-file, the correctly named folder structure (just put into the Custom-folder) and text describing the tweak to make the character available in-game.
Stages and progress:_____________
[✓] Concept art and initial idea
[✓]  Creating the mesh for sculpting (using only quads) in 'Autodesk Maya'
[Fan Art spotlight by Wolfire]
This is the idea I produced when creating the concept art, it's by no means final but it's a start. One thing that might strike as odd to people is that they are relatively calm, and I'm sure that's going to change eventually (due to general request I expect).
[✓]  High poly detail sculpt in 'Autodesk Mudbox'
[✓]  Retopologize high-poly version to optimized low-poly version for final in-game use (using quads and tris) using '3DCoat' or some other program
[✓]  Bake normal map and apply to low-poly
[✓]  Import model into Overgrowth and take a look at the current model, apply the rimlight alpha channel to the normal map correctly
[✓]  Add the eyes, mouth cavity, teeth and tongue to the model then normal map them
[✓]  Begin texturing in 'Autodesk Mudbox' or '3DCoat'
[✓]  Add an Overgrowth skeleton to the model and see how it looks
 Create the tailored skeleton and add rudimentary animations
[...]  Implement the animations for the character after figuring out the purpose/style of the character (PC or NPC?)Black_Stormy wrote:
[???] 12] ???
[!!!]  Profit!
I want to try and get to the same quality as the current models in the game, just since I think the existing ones are pretty badass. I expect it to take quite a while to finish, but hopefully it'll look as a part of the game if so, maybe I'll even learn the animation system if I ever get that far and add some cool animations specific for this character.