So I decided to make a thread for this instead of just spamming WAYWO.
It's basically an idea for a game I'm buildning stuff for.
One of the main aesthetical ideas is the contrast between characters and environment:
I want the characters to have simple shapes, and be bright and colorful.
I want the environment to have very tile based shapes and be dark and desaturated.
The environment is supposed to be some kind of space home, perhaps situated on an asteroid. It should look cozy and homely, but also convey a feeling of scarcity.
The platform in mind (though I have no illusions of actually making a finished game) is iPad, or similar, thus the low specs.
Here is the progress so far. Upper pictures are earlier and lower pictures are later.
Replies
@ S_ource. Yes, thats kinda true. I want to make a believable space home, where people actually live and go about their daily routines. I will add more sci-fi ish stuff later, such as large generators, cargo bays, perhaps an outdoor section with solar panels an such.
Today I made a kitchen table with some chairs. I'll show of the flat texture as well.
Note that all my diffuse textures are really grayscale, so that I can use the other 2 channels for stuff like emissive and masking color overlays. This way I can have cool effects and variety without needing additional textures, and more importantly - multiple texture reads.
and i might as well post the close up of the space man seen in all the scenes:
Please note also that all images shown so far are poorly composed and colored. My goal is to have several rooms, all which only have 1 or 2 colors each in the environment. But for now I just cram everything I've got in to one room to help me keep the feel and textures consistent
I realize you're trying to make everything fit the grid, but things like the sofas being way to deep kind of kill it for me. You can still do them like 1/2 or 3/4 width, just have the backs align to the grid.
Then you have the kitchen set right next to it which really appears to be right on scale...
The sink, the tex could fit like 3/4 of that and you'd have room for the spout/handles.
(and it has drawers rigt under it which break the illusion of depth.
Speaking of drawers they too are HUGE!. You could have 6 in place of the two and it would fit much better imo.
The range top even seems way too large compared to the character, but the texture is brilliant. The textures all the way around are really nice.
Well, i took a break from environemtns and rigged my guy and has started to block out some gun ideas.
S_ource. Maybe, maybe not. I realy dont want her to look like the standard polycount-barbie, but that does not mean you dont have a legitimate point. I'll have to look at her in a week or so to get a fresh perspective.
I'm not sure about the texture work on the gun, it might be too 40k-ish, but I like it's silhouette and attitude.
I'm thinking about maybe doing a bunch of head sketches to define the characters I want to make. I want to have some with more spacy features such as phrostethic eyes and stuff, but so far I've just been making normal people.