sacboi
sacboi


stefanWilliams_C
pior
Eric Chadwick
PyrZern
sacboi
Thank you for this feedback, appreciate it. Yes, the backgrounds would be darkened, a bit later, fixing all the edges, in all models. As for the eyes, we would try to improve them, at least one other person complained about them as well. You gave good suggestions, good examples we could use for reference. We'll try different things, see what gives the best result. Btw, this face is just a placeholder, done rather quickly so not much effort went into the eyes. You can even see some bad skin pixels on the upper nose area, left and right. We'll do a proper face for the protagonist and all other humans in the game a bit later. For now these quickies would suffice.pior said:Absolutely.Now a few remarks on these two models :- While the raw unfiltered look is excellent, the in-engine footage reveals that the grey backgroud of the texture sheets is bleeding at the edges. I suppose that you are well aware of it, and It is actually somewhat of an interesting happy accident in the case of the robots as it looks a bit like worn edges ; but I feel like it needs to be adressed regardless, as it definitely cheapens the look especially on the human character.- Also about the human character : I think it would be worth exploring various options for the eyes. As it currently stands, the sclera and the pupil being represented by three pixels (white-black-white) is IMHO bit off-putting especially compared to the quality of everything else. Whereas texture artists from the PS1 era where able to suspend disbelief under similar constraints by either completely skipping the representation of the eyeball in favor of the bigger shape of the eye socket (MGS1), or by barely suggesting the values of the sclera and pupils, but keeping the sclera within the same value and color range as the flesh (Vagrant Story). The same can be seen in traditional paintings (Zorn).
I hope this helps !
(on a side note : would it be accurate to say that you are working at about 192pix/m ?)
