Well, time to start adding some detail to the hair. Personally, I really like neatly trimmed bangs, but arranging fine strands one by one can be quite tricky when it comes to modeling. So I’ve decided to go with chunkier sections instead.
After some trial and error—while referencing the original design—I ended up with this new style of bangs.

I’m also updating the body model. Since the gloves and sleeves seemed likely to interfere with rigging, I’ve adjusted them while gradually adding details to bring the look closer to the original design.




Next, I’m adding the cape. This part has been the biggest challenge for this character so far. I’ve never really worked with sheer fabric before, so I’m preparing myself for some very careful rigging. I’ve also added a bag. In real life, wearing a bag like this around the waist would probably get in the way quite a bit… but let’s just say it works fine in a fantasy world.


I’m testing out the color scheme for the outfit. In my original design, I hadn’t added any colors, but the image I had in mind was a white long-sleeved top with a blue cape, beige shorts, and black boots.




However, once I actually painted it that way, the number of colors felt overwhelming, and the design started to lose its sense of direction.
I tried a few different combinations, but nothing really clicked—so I decided to go back to basics and rethink the theme color. The blue cape ended up matching the Warrior character’s jacket, so I chose red for this character instead.
Using the red cape as a base, I selected the rest of the outfit’s colors to match. I often use red and black together, so I went with that pairing again for this character.
The pale purple stockings felt out of place, so I shifted them toward a reddish tone—and finally, the overall color balance came together nicely.
The model is finally done, so I’ve moved on to the rigging phase in 3ds Max. Since I don’t own a copy myself, I’m borrowing the one at the company where I work part-time.
I’ve arranged to go in on the weekend under the pretense of having other tasks, and during breaks I quietly work on setting up the rig for the model I created.
Thankfully, my boss gave me permission to use it freely as long as it’s not during busy hours, so I can take my time adjusting the rig without worrying about the clock.
Right now I’m fine-tuning the length and position of the eyelashes, and checking to make sure the eyes and mouth deform properly when opened. So far, everything seems to be working smoothly.
While my motivation was still high—and before my boss could change his mind—I went ahead and modeled the staff she always uses. At first, I imagined a metallic staff with a gemstone dangling from a chain. But once I considered the rigging complexity and the performance load in Unity3D, I realized it was a bit too ambitious.
So I switched to a safer option: a wooden staff with a simpler design. Does that sound passive? Not at all—I’m a realist. I’m choosing the best possible expression within the limits of my current skill set.
I added bones to the face, but it looked like the number would get out of hand—so I decided to use morph targets (blend shapes) instead. It was actually my first time using them, but after going back and forth between Unity3D a few times, I managed to figure out how it works.
I imported the model into Unity3D alongside the Warrior character. His hands looked a bit off, and I suspect it’s due to the Twist bone not being properly interpreted in Humanoid mode. Switching to Generic mode fixed the hand orientation.
The Mage girl’s hands also weren’t quite right, so I applied the same solution—using Generic mode to match the pose I originally created.
And here she is: the nearly finalized version of the Mage character. Yay!

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