charatcer WIP
Community Forums/Graphic Chat/charatcer WIP
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here is the WIP on the characters for my demo which seems to get less finished as I progrees. but anyway the skinny guy is the main character and the fatman is one of the enemy grunts. they are both about 1200 polys with a 256 texture for head and body. ![]() ![]() ![]() ![]() |
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The skinny guys feet look wrong....the boot just seem far too fat! Give the boots a little more difintion (imo), as his feet look like blobs at the mo. Great work on the fat guy tho, very impressive! |
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Very nice models and texturing Ruz! I think the feet add "character". Maybe what might be a little better is to make another area bigger for balance? I can see the hat being a lot bigger. |
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actually I made the feet huge on purpose to give him some character, but might bring the size down a bit. realism doesn't always matter with this kind of character, but it seems people get a bit annoyed with huge feet for some reason charles yeah i had an idea the hat might look better if the hat was bigger, thanks for pointing that out. i might give him a jester hat instead. I suppose its all about creating nice silhouettes really |
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I agree the feet do give character and both models show a certain artistic style which should bring atmosphere to the game. |
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Feet look great. So do the models. Nice stuff :D |
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very good, fix the feet |
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That is damn good for 1200 polys. Very good that you kept the count very low. Keep up the good work. |
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thanks for the comments guys. not sure if I should fix the feet now as opinions seem divided. I normally work from other peoples concepts, so its hard to make them up myself. Doing concept art so not one of my favourite things. oops i lied. the body texture on the fat jester is a 512, but will come down to 256. |
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I think you should just tighten the middle of the boots, to clearly show where the "shin" ends and the foot begins.. other than that.. excellent models!! 10/10 from me! |
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Looks good. Modeling low poly is probably about one of the biggest challenges there is. You've succeeded in getting your characters to show up in the models. Nice work. |
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ash mantle - I wil work on this some more soon.may just give his legs a real overhaul Thanks doggie your new dog is frightening. cool though |
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Wow. Very nice stuff...models and textures both. Nice design too. I guess I can't say they're 'original' since they look sort of historic but they're certainly not not your stereotypical game characters... M |
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Yeah i did get some of the costume reference from books. and they are far for original. everyone in 3d does clowns, jesters and stuff, but i just like colourful graphics. |
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Looks very cool. Nice texturing work! |
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Very nice work! Pics show characters in different poses so does this mean you've done the animation already? |
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I think they look great. I do agree with Ash though. The boots would look great if you drew them in where the shadow is ( just above the buckle. ) I like the size, just think they'd look better with a little definition there. I'm a sucker for color too, and I love the blue and yellow stripey pants. Very cool. |
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thinaks RossC Hmm i agree Sybixsus the boots need working on will change them this week. i still have a few improvements to make overall. yeah some people hate hideously bright colours but not me. big10p - I have done a fair bit of the animation already done walk, run, jump, die, hit, etc. I will post some little. avi's tomorrow Now if only I was good at coding. Ideally i would like to work with someone and concentrate on my what i am good at, but everyone seems busy with their own stuff,damn. very selfish of them . |
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great work - as usual :) |
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Really sweet! I really like the 'fat' ( or should I say obese ) guy. He's really got a lot of character. Again I realise it's the small the details that does it. The subtle backward lean of the gait, slightly pulled back shoulders and his face gives him the pompus style that (i guess) he should have. Nice work! Can't wait to see an animation! //PetBom |
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Very nice. I would just the say the face texture on the skinny dude looks a bit 'pinched'. And maybe chuck another few polys around the belt buckle on the fat dude. |
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thnaks jfk Petbom. actually the reason his shoulders are pulled back , is so that when he walks, the weight of his large stomach is balanced , not so much to make him look aloof.though he is meant to look slightly menacing. caff I wanted him to look slightly unwell, since this is a medieval character and I wanted to make him a little edgier, hence the cheekbones are slightly sunken . could stick a few belt polys on the fat dude, might make it look less 'flat'.just trying to keep the poly count to a minimum. |
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Menacing and Pompus! Now there's a combination that is hard to beat :) //PetBom |
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sounds like your average art director |
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beautiful texturing |
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cheers tiler , like your sig. |
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Nice work Ruz. Are you close to releasing a demo? That fat bloke's belly had better wobble about when he runs. |
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he he I am working on it. i will stick a few extra bones in his belly to acheive this. the jester hat moves about and there will be a jester 'bell' sound also. Re my demo i am making steady progress, though I have to replace some models which I am unhappy with. at present you can fight the jester by puncing him and he can punch you. whe he dies he does a dying sequence , which looks ok. I have a butterly in my level too but he has no AI yet you can also collect diamonds and open a door( hmm exciting) also i am trying to make a simple light editor but am bit stuck on the save to file bit. i am saving my 8 dx lights to text file, but only the first one is being saved 8 times. |
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Nice idea about the bells, so you can hear him comming. What'd be funny and more realistic would be if he could only run in spurts before having to stop and catch his breath. If you want any help with the light editor, drop me an email. |
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yeh I might have it so the bells ring every footstep which is not too hard to do. at present the only runs if he is a certain distance from you algo re the light editor, that would be great i got it working kind of ie you can drop lights anywhere, then adjust the position, but saving them has become difficult in that I don't quite undertand what I am doing perhaps I can email you the code so far. |
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Great stuff there Ruz, Modelling looks "very" efficient and skins look great!! |
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Ruz, check out droplet on my site for placing entities around a level and saving it out. Also, I really wouldn't use more than a couple of DX lights otherwise you're going to hit serious frame rate issues. |
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cheers Psionic actually rob I need to wait for droplet 2 to come out before I can use it how I want.hopefully that will happen soon. the only thing stopping me from really getting in to my project is the lack of an editor. I used 8 lights in my scene ie the maximum and the frame rate only dropped a little. i would not normally use them but now we have multiply x2 I can get great looking lighting with just the standard lights. I don't understand this 8 light limit. unreal tournament is based on directx 5 and you have have as many lights as you want. |
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They aren't lights Ruz. They're just flare sprites and lightmaps. I did a thing a while back that took the 2 'lights' nearest your character and placed dx lights where they were and coloured them according. This lit the characters really well. Other people pick up the colour of the lightmap under the character. |
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ahh i see, looked nice though. |
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Ruz, feel free to email your code to zen25248@... and I'll see if I can help. |
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thanks for that Algo , works perfect.With a bit of alteration I can make it to a tree placement tool or whatever. |
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sure noel, will do it tomorrow. yeah i need to add some more detail. this is the just the blocking out colours stage. there might be quite few changes still. still not very happy with the skinny guy,i will ponder on him some more soon I am more concerned about geting my environment sorted out at the moment. |