Rejected ghost and lich trials

After the procedural ghost and lich designs were rejected, the process moved to imagegen concepts, Meshy textured models and local rigging and animation. Rejected shapes, calibration mistakes and initial static meshes are retained below. The failed procedural prototypes were never installed.

Wight and Wraith and Lich and Power Lich were delivered in separate articles. Wight has explicit appearance acceptance.

As of September 9, 2026: creature mod 0.12.1 0.12.2 covers all fourteen Necropolis creatures. Measurements here retain their delivery-version scope; see mounted knights and skeletal dragons for the latest integration.

Tools live in h3-art-pipeline; models and complete mods stay local. Migration and reproduction.

History

Earlier article and revision notes (expand)

The text, images and strikethrough annotations below are preserved from before this editorial pass. “Current”, unfinished work and next steps refer to the time each passage or annotation was written. Old versions, paths and trial renders are historical records.

Status wording from 0.12.0; the current patch version is stated above:

As of September 9, 2026: creature mod 0.12.0 covers all fourteen Necropolis creatures. Measurements here retain their delivery-version scope; see mounted knights and skeletal dragons for the latest integration.

As of September 9, 2026: creature mod 0.11.1 contains ten Necropolis creatures. Installation counts in this article belong to the named delivery version. The latest expansion is Vampire and bat forms.

2026-09-09 tool migration: Development continues in h3-art-pipeline. The old tools/creature-art/ and tools/town-art/ paths correspond to creature-art/ and town-art/ in the new repository. Historical paths and PR links remain in this article. Migration and reproduction details.

Lich and Power Lich are now installed in the next delivery, with complete animations and further failed-probe records.

Delivery update: Wight and Wraith animations are installed in 0.9.0, with the Wight accepted by the user. The account below preserves the earlier rejected and static-bootstrap stages.

The next Necropolis creatures exposed a limit in the approach used for the first two upgrades. I tried to extend the existing skeleton anatomy with script-built robes and armor, then reuse the animation and export tools. The resulting wight and lich did not look convincing.

The response to the wight was that it looked comical. The lich received the same criticism, followed by a suggestion to bootstrap the designs with another tool. This post keeps the rejected models alongside the next attempt.

Rejected procedural models

Rejected wight prototype and subsequent Meshy static model

On the left, the hood is a smooth shell, the shoulder covering looks rigid, and the robe is mostly a surface stretched between circular sections. Added folds, noise, and torn edges did not repair its overall shape.

The right column is an actual Blender render of the subsequent generated mesh, composited into the same showcase background. Both columns are offline composites, not game captures. The new mesh is not installed or artistically accepted yet.

Update, 2026-09-09: The subsequent new meshes are installed. Wight has user acceptance; Lich still awaits its own in-game appearance review. The rejected procedural prototypes remain rejected.

Rejected lich prototype and subsequent Meshy static model

The lich’s headgear looked tubular, and its skirt armor resembled plain panels. The native sprite distinguishes a metal face guard, chainmail, and shoulder armor even at its small resolution. Placing rough versions of those components on a skeleton did not produce a coherent character.

Each four-clip prototype passed 334 checks of saved integer and half-frame poses. Maximum hand IK error was approximately 0.0000467 model units for the wight and 0.0000487 for the lich. Sampled death poses also met the floor-contact tolerance. Those checks measured constraints and contact; they did not evaluate garment construction or character design. The passing numbers did not make the prototypes acceptable.

A separate calibration failure

The first script run failed on an incorrect control-object name. After that was corrected, another problem appeared: garment shape keys were not reset before camera calibration. The calibration render had an already collapsed hem, whereas the exported holding pose restored the robe’s full length.

Collapsed garment during calibration versus the exported holding pose

The calibration image measured 174 pixels high at 2x, but the exported holding image measured 279. Explicitly resetting the garment state brought a subsequent holding render back to roughly 174 pixels. That repaired the size mismatch; the design was still rejected. None of these prototypes was installed.

Reference-guided concepts

The next attempt used the original sprites as references for the built-in imagegen tool. The wight retains brown burial cloth, a visible skull, skeletal hands, and a floating silhouette without feet. The lich retains dark metal headgear, gold-edged armor, a short chainmail skirt, and a slender staff.

Wight concept image, not a mesh render

Lich concept image, not a mesh render

The first wight image was requested with transparency, but the returned file was RGB with no alpha channel. Its checkerboard was painted into the image. That failed output is retained too. A second imagegen edit replaced the checkerboard with a pale background before the image was submitted for reconstruction.

The exact wight prompt, background edit prompt, and lich prompt are available. These used the built-in image tool, with no fallback image API CLI.

Generated meshes

Both concepts were submitted to Meshy 7, with additional image enhancement disabled, a 40,000-face remeshing target, and 4k textures requested. Parameters follow the Image to 3D API documentation. Both downloaded textures were verified as 4096 × 4096.

MeshGLB verticesImported facesRecorded cost
Wight71,10782,52230 credits
Lich64,78479,30630 credits

The requested polygon target is not the imported GLB face count. The measurement record separates those values and includes texture dimensions and source hashes. These two calls consumed 60 credits in total.

Eight actual mesh views of the wight under the initial lighting

The first turnaround made the wight’s face look almost black inside the hood. Close-up and fill-light renders confirmed that the skull geometry was present; hood occlusion was the main issue. The later showcase composite uses stronger frontal fill and a revised viewing angle. Facial contrast still needs scrutiny at the small display size.

Eight actual mesh views of the lich

The lich now has modeled headgear and chainmail detail. Its staff attachment, grip, and joint deformation have not yet been validated in motion. Both assets are static bootstraps, not finished animation sets.

Update, 2026-09-09: New rigging and complete animation sets are delivered separately for Wight and Lich. Their checks do not reuse the rejected prototypes’334samples.

Work remaining

Astra continues to write the tools following the project’s move from opus. This stage also records a failed attempt to author character forms directly in code. The revised division uses imagegen for the visual design, Meshy for a textured starting mesh, and Astra for subsequent mesh repair, rigging, animation, rendering, and mod integration.

The new meshes need new deformation and motion checks; the old prototypes’ 334 samples do not validate them. The footless wight needs controls for its floating garment. The lich’s staff needs a rigid grip relationship independent of body skinning. Work on the rest of the Necropolis roster remains ongoing.

The installed game package remains 0.8.0, containing Skeleton, Walking Dead, Skeleton Warrior, and Zombie.

Update, 2026-09-09: As of this annotation, local0.10.0 contains eight creatures. The failed procedural prototypes were never installed.

Neither prototype in this post replaces installed resources. PR #10 contains the rejected prototype and the generation and static-review tools, with their status explicitly documented.