Okay so a lot of things done. I made schedule for 70 hours per character but I have finished the last three in about 12 hours or less. This is first draft of characters and not including animations, but nonetheless it seems like this art style is certainly a lot faster. A lot less technical things to think about so more energy just to focus on the characters which is nice. As for how it looks, I guess I'm starting to dig it, though it doesn't really matter what I think. Have to get trailer made and see if people will wishlist or not.
Did a little more work on the levels geometry and a lot of shader stuff. Setup a very simple fake lighting system, just tint faces in a certain vector. Also some fake local lights where an actor can be placed to indicate local light source and it lerps a material parameter collection color to change tint of overlapped characters.
Way i am doing characters is that i have a color swatch texture and i just make cuts into the geometry for uv shells and place them over different color swatches. So no texture painting. To me it feels too simplistic, but I look at the reference art style and it really is very simplistic... but it has style. For now I avoid urge to fix anything - just knock out character as quick as I can and once they are all done and I make the trailer/gameplay, then I'll consider what to fix. For now I just give everyone a quick rig and either some mixamo animations or a pose. I feel like I can't get a proper gauge on how the character actually reads until it's in some sort of pose in the game.
Gilgamesh and ereshikigal. I dont think they would be chilling together in historical canon but whatever, it's my game and they got a thing going on. And it's going to be a crazy boss fight. Gilgamesh looks kind of like a robot to me for some reason, and not instantly telling me he's an ancient Babylonian. I may need to add one of those funny hats. Jet black might not be the best color for him, perhaps brown skin and darker hair. But will save tweaks for future after some testing is completed. Ereshkigal has plans to use some animated textures, because she will be kind of like a ghost. I want some scrolling cuniform text overlayed on her skin and if I can manage it, some sort of smokey, ghastly wings. But I'm happy enough with her design for now.
Dunno if i already posted or not but minotaur was my first attempt at this new style. His face isn't clear so fix that later. Gorgon is the newest, ignore some weird clipping it's just a quick job with the rig and I probably give her some different accessories. But I think the abstract snake skin works well. Not sure I keep her so green like that, but its nothing to change the colors, just move some UV shells. Her color will ultimately depend on her level and I haven't fixed a color scheme for that yet.
The amazon hero. Feels a little like a pixar character or something to me, I kind of wanted her to look tougher, but I'll probably develop this art style a little further after I get through all the characters, then I may have a better idea how to polish her. One problem having with the female characters is that all the faces kind of look the same. With flat colors its mainly the shape of the eyes and lips and shape of the hair and how it frames the face that makes the character, it seems. Kind of hard to find variations without it looking weird. But will probably get better at it as I go.
in the time it takes to read that tweet anybody can play with midjourney or similar and reach the same conclusion. Seems kind of crazy that this would not be done before hiring a bunch of people just to use it. I mean how would a company not have their employees evaluate and report on some new toolset before hiring a bunch of people to use it? This is far fetched, right? I hope it is.
Seems more like a "story time" way to explain how AI in context of game development works to people who don't know anything about game development or AI.
By messy topology, I meant edges that don't improve neither silhouette nor shading. I mean, if it works it works, but for showcase or collaborative work I would clean it up. Something more like on the right:
Obviously when a mesh has to deform, which I assume isn't the case here, the topology has to support it.
This was quickly done for illustration purpose, here is the Wiki page on padding Ah, triangulate mesh on export to ensure its shading is consistent across applications. Good luck!
Hello everyone, I retextured the MP9 submachine gun from the game Outfire Battle Royal. - Всем привет, я сделал ретекстуру пистолету-пулемету MP9 из игры Outfire Battle Royal.