This is the official polycount thread for an upcoming indie game from Mojo Games
Feel free to post critiques to help us improve the art in our game.
Some Members:
Josh Eiten (Lead concept artist/Art Director)
Tim Braslavsky(lead environment)
Ryan Cairns(environment)
Jordan Van Horn(environment)
Dylan Rinker(character)
Replies
http://youtu.be/qNcRBxvCA8Y
More coming soon in a templated format
For the wood I think the first pic one is okay.
But the 2nd one, the grains don't look natural for wood. Also I would turn on lazy mouse. The flow of the grains are way too curvy. It's okay to have a few curvy wood grains, but you definitely need more straighter wood grains, for it to actually read clearly as wood.
Good luck to you and your team!
Is it okay for me to dump my (tiny) progress in here also?
© Mojo Game Studios 2012
©Mojo Game Studios 2012
© Mojo Game Studios 2013
Quarry Cave Entrance Concept.
© Mojo Game Studios 2013
Curse Concept.
© Mojo Game Studios 2013
© Mojo Game Studios 2013
© Mojo Game Studios 2013
© Mojo Game Studios 2013
check it out:
http://gamingtrend.com/2013/03/28/mojo-game-studios-reveals-gameplay-of-cradle-a-gaming-trend-exclusive/#/vanilla/discussion/embed/?vanilla_discussion_id=0
The darkness, which I assume you're fleeing, initially looked like a bad clipping plane. The bright fog-shrouded areas immediately in front of the darkness really hurts the feel. Perhaps modifying the fog color based on the darkness' position and distance would help, or perhaps sending out black tendrils of darkness would help.
This leads to my main complaint about the video - it isn't really clear what's going on. Who are you? Why are you running? Where are you going? I understand that these and other questions will be answered in the game, but this is your first opportunity to show off.
The water effects also need some work, especially at the waterfalls. The animated texture appears to be floating several feet over the water. Even when the water cascade is fairly thin, individual streams should be much more opaque. The particles at the bottom should be smaller and more numerous, and include a fine mist effect.
Thank you very much for the critique and these are all issues we will go back and address. You make a lot of valid points we will have fixed for the next time we will be presenting a video of this area.
Because of time constraints we had to go from essentially a blockout to this in a single weekend right before gdc.
And i hope that you will continue to keep up on our production and progress always good to have a pair of extra eyes look over the product.