#spyrodeignited
Boris' reweighting is mostly done, just gotta work on his face and polish the vert colours everywhere.

Sorry it's taking so long between updates, been feeling burnt out this month. I'll be away over the long weekend, so have a WIP screenie in the meantime.

#spyrodeignited
October 1, 2026 at 10:20 AM
behold

bad back topology

#spyrodeignited
September 13, 2026 at 3:51 AM
Working on Gunnar made me realise all three of the muscular dragons before him needed another round of tweaks. Forgot to shuffle around verts to adhere to topology and reweight them, mostly around the head, elbows and knees.

#spyrodeignited
August 28, 2026 at 5:24 AM
Last but not least, it's Revilo!

He was tricky because of his curvy body and striped sweater (which as you can see is lacking in stripes because I couldn't paint anything I could agree with), and his ball of yarn doesn't look great - but he's functioning well for the time being.

#spyrodeignited
April 24, 2026 at 2:19 PM
I think Unika might have a higher polycount than Hexus and I don't think it'd be advisable to add the moon charm to his cloth.

There are a LOT of things I need to simplify on him; strands of hair make up many of them, but I'm going to start off with the tassels.

#spyrodeignited
April 24, 2026 at 2:16 PM
Who would've thought that modelling one of THE two hardest dragons to rescue in the game would be a cakewalk?

Copano needs better shading and rigging, which dragon doesn't - but all in all, his horns were the only tricky part if you ignore how I overthought how to do the bells.

#spyrodeignited
April 23, 2026 at 1:29 AM
Turns out I never replaced Bubba's unlit material when I was converting the dragons over to default lit materials, which explains why he was weirdly bright.

That's been rectified, so his material finally has the Bubba seal of approval. Next stop: working on those disjointed spines.

#spyrodeignited
April 23, 2026 at 1:27 AM
Dear god, there's so much...shape to Lutalo. Ears, split eyebrows, collar, all the other jewelry.

The metal map makes his vanilla lamp look like an entirely different colour ingame. I doubt I can simplify his geometry, but I can at least try to improve his shading.

#spyrodeignited
April 21, 2026 at 2:22 PM
Kosoko's tail is FUBAR. Whoever animated him made one of the first bones twist around to an unholy degree and I just don't know WHY.

Either way, the problem's exponentially worse with a low-poly model - the bone hierarchy means I can't stagger the twist out, too.

#spyrodeignited
April 21, 2026 at 2:16 PM
Legends speak of a dragon like no other, one that would wear pants.

They also speak of the fucking tri I forgot to colour on Baruti's mane and the absolute trial I went through trying to model his pot of teeth similarly to how I did Lateef's incense pot before giving up.

#spyrodeignited
April 20, 2026 at 8:53 AM
The OTHER dragon whose anims are at a different framerate than the rest.

As with Trondo, Useni's waist robe heralded a lot of fun times with clipping. I had to push his frilly hair in quite a bit to make it behave, but it's behaving pretty good and that's what matters.

#spyrodeignited
April 20, 2026 at 8:52 AM
Where it all began.

Mudada needed additional tail loops to allow it to deform properly and his lips needed a bit of a touchup from the transferred weights for some reason.

I'm considering adding placeholder eyes to his stuffed fairy since it looks weird without any.

#spyrodeignited
April 18, 2026 at 7:22 AM
I'm not really sure what's going on with Obasi's eyes. They animate weird, let's leave it at that.

As for his staff's crystals, I bisected some cubes to match the facets and then merged nearby verts or otherwise simplified the geometry. Might need to trim the staff itself, too.

#spyrodeignited
April 18, 2026 at 7:20 AM
Modelling Apara was no biggie, but... At some point during development, someone somehow smeared a blue streak across his prop texture - you can see it on his tongue, necklace and lantern if you look closely.

I just don't know what happened? He's fine in his Forge Studios render!

#spyrodeignited
April 17, 2026 at 10:45 AM
Bakari is in dire need of better shading, especially on the metallic areas and horns. I feel like I've done too much detail on the sheep slippers while I'm limited to vert colours, yet not enough at the same time.

#spyrodeignited
April 17, 2026 at 10:43 AM
happy belated easter, have some more enemies and some slightly changed npcs while i prep the dragons for the REAL alpha 1.3

www.moddb.com/games/spyro-...

#spyrodeignited
April 12, 2026 at 4:56 AM
nothing is ever fuckin simple with this guy i swear to god

#spyrodeignited
April 10, 2026 at 9:01 AM
Desperate times call for desperate fucking measures.

I got the dragons working on shared SKELs and now know how to set up the dragons' sockets (tldr there's also issues caused by replacing anims)...but at what cost?

#spyrodeignited
April 6, 2026 at 8:32 AM
Elder wizards, before and after.

Or more accurately: after I fixed their anims, then after I tweaked the contrast on their beard tuft, switched some edges around, gave them their blue eyes and fixed the scarf's normals.

#spyrodeignited
April 1, 2026 at 2:13 AM
One of these days, I need to get off my arse and fuck around with fmodel so I can fix all the broken sockets in the models I've replaced.

Everything else with the fat ladies seems to work now that I've reimported their anims.

#spyrodeignited
March 28, 2026 at 3:35 AM
Can you imagine that these guys were some of the LEAST annoying enemies to get up and running?

No animation issues (other than that weird lip polygon), they hold things properly and run around without a hitch.

#spyrodeignited
March 27, 2026 at 1:45 AM
Thought I screwed something up, but no! Turns out the pilots and drivers can disappear if the camera's far enough away from them (or they can sometimes t-pose).

Oddly enough, the planes seem to continue animating with their armatures.

#spyrodeignited
March 25, 2026 at 3:20 AM
TIL the train gnorcs' railcars' wheels aren't the same meshes as the engines' wheels. Oops...

#spyrodeignited
March 24, 2026 at 4:17 AM
To be 2D, or not to be?

I had to fuck around with the peacocks' eyes quite a bit to get them to deform without clipping into their heads. It's a bit awkward seeing them from the side because both of the eye planes are just... there.

The angle certainly doesn't help.

#spyrodeignited
March 12, 2026 at 3:51 AM
This little guy's been lying in cooked asset limbo for nearly three years and FINALLY made it into the game.

I'm gonna have to bite the bullet at some point and try paint vert alpha in 4.1... There's so much glass that needs more gleam.

#spyrodeignited
March 9, 2026 at 1:11 PM