Little Witch Academia 64 mods

kumichougamer

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Modder
Nov 22, 2025
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Well now first post, first mod but yes, I'm making my sudden debut into the modelling scene here with some models of the cast of Little Witch Academia!

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Starting with Atsuko, or just Akko. I was able to get her working and fully functional for use in game. All thanks to some help from Toy-Con Car.

My current plan is to release these models each in team packs, starting with Red Team of Akko, Sucy, and Lotte. Then Blue Team with Diana, Hannah, and Barbara. And lastly Green Team with Amanda, Constanze, and Jasminka.

I got the whole idea to do this when I saw a post on r/littlewitchacademia by themintygamer, saying he had a dream where there was a lwa64 kind of game. Feeling obligated that I'd probably be the only person who could bother and both be able to make such a dream into something real, I took it all upon myself.

I used to port models into Garry's Mod and Left 4 Dead 2 like a decade ago, but now my modelling skills have more than ten folded since then. Making N64 styled models is very easy and trivial for me, so I'm certain I can get these all done in a short span of time. I mean I know how to professionally use Blender, ZBrush, 3DS Max, Substance Painter, Photoshop etc. Now that I'm past the learning curve with Akko, it's time for Sucy and Lotte next.

As far as how often and when I can make mods for this game, I'm not certain. It's mainly because this is a side hustle of interest for me, I have many projects as I'm trying to get a job making video games, but I'll probably make something every once in a while, or if someone commissions me. I guess I just to make clear that making mods for this game isn't 100% of what I intend my online presence to be per say.

But anyways, as they say "The only way to win, is to complete what you begin!" so I'll post when Sucy and Lotte are ready.
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Sucy and Lotte are working too now! It was pretty quick to make them since they're technically modified from Akko's model. Kind of had to come to a weird compromise to get Sucy's weird skirt working, mostly because I felt she still needs her feet for technical reasons.

Okay, just need to get their voice clips and hopefully I can release them as part of the Red Team pack soon.


Okay! Akko has voices. Looks like I'm past all the learning curves about making mods!

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Decided to give Sucy a different skirt design. She and Lotte have their voices now, so I'll see about releasing them today when I can.

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Began work on Blue Team. I'll be porting them all at the same time.


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Hate it when images don't load here, but here's Blue Team now in game!

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The last (for now) green team of Amanda, Constanze, and Jasminka is almost complete now! Constanze gets her own airplane-like wings for her wing cap too.

YES!
All the intended models are done for now. I have heard some people ask about having me make characters like Urusula or Croix, but... I can't work on LWA characters only forever. Maybe just not now.

Anyways, with my first real mod pack done, if anyone plans on featuring them in YouTube videos, go ahead, just y'know credit me. It'd be nice to let me know too.
 
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hey uhhh would you have any recommendations or anything for how many tris a player model should have to fit this general style?
 
Akko is 966 tris, while Mario's original model is 773 tris. It's a bit of a jump but SM64CoopDX is a PC port and isn't so limited by the actual limits of the N64 itself. I guess it's a matter of whether or not you want the model to be able to run on an actual N64 or not too, but I guess technically you've got a much higher poly limit for a PC with way more RAM than the N64's 4MB or 8MB depending on whether or not the Expansion Pak was installed.

But yeah try to keep it under 1000 tris. Bowser is 1002 tris. Also be sure to model any moving parts as separate elements because SM64 is kinda stingy with bone weights, at least not like how modern engines handle it, weights can't be shared by bones that lead to it in hierarchy. Keep in mind most old promo render N64 models were made using NURBS instead of polygons, they'd build the character in separate pieces then meld them together using filleting.
 
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Also be sure to model any moving parts as separate elements because SM64 is kinda stingy with bone weights, at least not like how modern engines handle it, weights can't be shared by bones that lead to it in hierarchy. Keep in mind most old promo render N64 models were made using NURBS instead of polygons, they'd build the character in separate pieces then meld them together using filleting.
Does "moving parts" include the typical stuff like limbs and the head? Wanna make sure I understand right. And thanks for the help, btw.
 
Does "moving parts" include the typical stuff like limbs and the head? Wanna make sure I understand right. And thanks for the help, btw.
Yes, moving parts would be the limbs and head. Technically speaking those are called elements. Like when you have one sphere melded into another but they don't have edges or faces connecting them that makes each sphere its own element. So when you select something and hit CTRL+L, you select the entire element. All moving parts have to be their own elements as SM64 limits.
 
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