Not happy with how it turned out, but I ran out of time; I started late and had to finish early, so it's good for what it is I guess.
Sketchfab:
[sketchfab]b9a382df070845b883217e414920ba43[/sketchfab]
Glamour:
Texture Breakdown (100% res):
Should've given the boat and tank double their current texture size, they are just way too pixelated when scaled with the rest of the scene elements.
Lack of vibrant colour, was going to do explosion effects with those iconic swirls, but again just ran out of time.
Some grass on small cliff shelfs around the tower would've helped I think as well.
And getting proper rigging for the characters to I could've posed them more dynamically.
Ah well live and learn, it was a fun experience!
I got a lot of assets now, enough to get the ball rolling on a game perhaps?
Normandy Beach Landings ( as fictionalized by Saving Private Ryan/Medal of Honor/Call of Duty ) using The Legend of Zelda : The Wind Waker art style.
A bit late of a start, but got a fair amount of modelling done today. Most of the time will probably be spent texturing, posing and creating additional special fx and details.
Large US Ranger (524 tris) :
Will do small and medium body types as well. Will reuse the bases for Wehrmacht soldiers.
Couldn't resist doing low poly small arms :
Each is under 130 tris.
And a M4 Sherman and LCVP Higgins Boat :
Replies
[SKETCHFAB]fbde39dab667437590f0796a2cad9435[/SKETCHFAB]
[sketchfab]417e4336b54941c5b26ecedbfc6e9522[/sketchfab][sketchfab]d501c4613dcc4d84b98183774300faca[/sketchfab]
Both are on separate 64x64 maps, star is done with tris like the wind waker, but I'm afraid I'm probably not capturing the same style.
Please excuse the alphas not working properly for the eyes, couldn't get them working properly in xsi, but they are fine in sketchfab:
[sketchfab]e63e37eb99cd41e2b738a5feb98d4e45[/sketchfab]
3 64x64 for the little dude:
- One just for the eyes and eyebrows.
- One for the base body.
- One for all the gear and helmet. ( Would like more helmet variations, but unused texture space by all the repeats of the gear texture for new variants would suck.)
Added a little dude:
Same tech specs as big dude - just different texture maps and composition.
[sketchfab]f517f3f25f4641d188b4d2715c665e4c[/sketchfab]
More guns, I couldn't help it. Don't even have enough unique characters to use them all. All are on their own 64x64 texture, snapping uvs to pixel coordinates is really helpful - I should've done so for the textures I created before these.
[sketchfab]5dd3b2eba2da49658165c72897435ea3[/sketchfab]
Still need to redo textures for the bunker and cliffs. Didn't have a texture reference for the bunker so that's why it's so bad on first pass. Still need to place characters and pose them as well as outfit them with weapons and stuff.
I want to do some explosion and smoke particles, but I'm running out of time really fast.