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DEV LOG / 001CHARACTER DEVELOPMENT

MEET THE CARROT.
OUR FIRST 3D WORKING BASELINE.

Every character needs a place to start. For Crazy Carrot, that means locking down the silhouette, personality and materials before we put a single animation bone to work.

THE STARTING POINT

Crazy Carrot is taking shape as a fully three-dimensional character. Our current working baseline brings together the unmistakable tapered carrot body, an oversized mischievous grin, expressive eyes and a crown of drooping leaves. The goal is a character that feels playful and exaggerated, but has enough believable detail to hold up in a game world.

Getting to this version meant settling one surprisingly important detail: the carrot itself is the torso. From front to back, it must end in one continuous root tip between the legs—not a human-shaped lower body and not a split tail. That single silhouette is central to the design.

OFFICIAL WORKING BASELINE360° model review · 13 seconds · Full-color PBR

WHAT WE HAVE NOW

Our first full-color character model gives us a clear foundation for everything that follows. This is the starting point we're evaluating—not a finished, animation-ready character.

The turntable shows the character from all sides so we can judge its proportions, textures and the single-pointed root before moving into the harder production work.

THE WORK AHEAD

LOOKING GOOD IS ONLY THE BEGINNING.

The model establishes the look, but making a character move naturally is a different challenge. The current high-detail mesh contains approximately 500,000 triangles and many disconnected pieces. It is useful as our visual reference, but its geometry needs to be reorganized before it can bend, emote and perform reliably.

01 / MODEL

CLEANER GEOMETRY

Rebuild the topology around the carrot body, shoulders, elbows, knees, hands and face so joints can deform without tearing or collapsing. Above all, preserve the single-root-tip silhouette.

02 / MATERIALS

KEEP THE CHARACTER

Transfer the current color and surface detail to the cleaner model, checking the texture seams, facial features, foliage and consistent olive-green limbs from every angle.

03 / RIG

GIVE HIM BONES

Build a skeleton around carrot anatomy rather than a conventional human torso, then add working controls for arms, fingers, legs, feet, the face and the leafy crown.

04 / ANIMATE

MAKE IT MOVE

Test walking, reaching, bending, facial expressions and leaf motion. The challenge will be keeping him lively without losing the distinctive carrot shape.

WHAT COMES NEXT

FROM STILL MODEL TO LIVING CHARACTER.

Next we'll focus on making the character's geometry ready for movement. We want the arms and legs to bend cleanly, the eyes and mouth to carry expression, and the leaves to respond with personality—without compromising the look established here.

This is entry one. As each stage reaches a reviewable milestone, we'll document the progress, the problems we encounter and what we learn along the way.

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