First thing's first I said I would upload my final version of Francello, so here he is! I have a full presentation of the texture files and orthographic views on the new portfolio I'm making for game design, but that site is a secret, and mostly broken so don't tell anyone I told you where it is.
I'm quite happy with his final result, though there are definitely some weak spots. Namely object management (those spikes coming out of his back and his eyes are sorta just floating around in space intersecting with his body). I'm not really sure what the proper technique is for dealing with multiple objects in a model yet. That will be my an investigation in my next model.
The other thing I wanted to talk about today is level design. TotemHead has existed for so long in a non-functioning conceptual state that I felt I needed to redraw the basics of how the Totem universe will work in a game setting. (Warning: Run-on sentence ahead!) As I mentioned before, the gameplay of TotemHead has two major functions; the puzzle mechanic that serves as your communication with characters, and the core game levels of the world, and the navigation mechanic, which is the practical means in which TotemHead will reach each of the puzzles, as well as provide space for the story to take place. The image and text below break down the navigation in regards to level structure.