Heya,
This was the most enjoyable character project I've gotten to work on to date. I wish I was still working on it but alas, the good ship lollipop has sunk.
The game view is isometric MOBA style so most detail is exaggerated and geared to a zoomed out and overhead view. Our target platform was web 3D (Unity) so download time was the biggest road bump and textures the main concern. Hero Characters ranged from 2500 to 3500 triangles with a 256x256 normal map and a 512x512 diffuse map, although the default graphics settings disabled normal maps. Because of this, I ended up baking in a lot of lighting information into the diffuse maps.
Anyway, here you go with some characters I preferred.
I checked out the tutorial video's on the Monsters site, but it would be awesome if there were some more character-centric ones, maybe even just some idle animations? Though I guess that may be difficult with the sailing of the good ship and all.
What was the timeframe for one of these dude's? I'm asuming with the low-res of the game version most of it was spent on the sculpt?
I checked out the tutorial video's on the Monsters site, but it would be awesome if there were some more character-centric ones, maybe even just some idle animations? Though I guess that may be difficult with the sailing of the good ship and all.
What was the timeframe for one of these dude's? I'm asuming with the low-res of the game version most of it was spent on the sculpt?
Timeframe for these was 2 weeks. Most were done in 7-8 days. More comples characters took 2 weeks. I made all the villagers and zombies and those guys took 3-4 days each since they were quite a a bit smaller and simpler and shared parts. The high res version of everything definitely took the longest since that was the foundation for the color, lighting and normals.
Dan! - woo, thanks!
GrevSev - yeah I like the lobster myself, and moleman!
chrisradsby - thanks! Joe White did some great idle animations for Metaluna and Moleman. Hopefully he'll put them online when he gets back from vacation.
BlueDog - thanks!
D4V1DC - thanks! He is a bit of an odd design with the broken neck.
Di$array - thank you! I'd like to see the game finished.
Thanks for checking them out. The team was pretty small (10-15) so it was nice to have some influence.
I started going through and was like wow these are amazing. Then I kept going through and I thought "how many monsters can there be? This guy is amazing!"
These look sweet, the bakes came out pretty nice as well. Since the UV's are pretty tightly packed, were there any issues with edge padding? Great job
EDIT: Also, you said your normal maps were baked for 256 while the diffuse was 512, wouldn't the maps then be offset when placed on the character?
Hey thanks. I straighten as many borders as possible and leave plenty of space for mipping. Usually I do a quick texture resize to test if any UV islands are too close together.
As long as the textures use the same UV layout you don't need to do any other special treatment.
Replies
I checked out the tutorial video's on the Monsters site, but it would be awesome if there were some more character-centric ones, maybe even just some idle animations? Though I guess that may be difficult with the sailing of the good ship and all.
What was the timeframe for one of these dude's? I'm asuming with the low-res of the game version most of it was spent on the sculpt?
My buddy Kaan uploaded quite a few videos
Timeframe for these was 2 weeks. Most were done in 7-8 days. More comples characters took 2 weeks. I made all the villagers and zombies and those guys took 3-4 days each since they were quite a a bit smaller and simpler and shared parts. The high res version of everything definitely took the longest since that was the foundation for the color, lighting and normals.
Never mind, downloading unity player, instead.:poly124:
Congrats otherwise.
GrevSev - yeah I like the lobster myself, and moleman!
chrisradsby - thanks! Joe White did some great idle animations for Metaluna and Moleman. Hopefully he'll put them online when he gets back from vacation.
BlueDog - thanks!
D4V1DC - thanks! He is a bit of an odd design with the broken neck.
Di$array - thank you! I'd like to see the game finished.
Thanks for checking them out. The team was pretty small (10-15) so it was nice to have some influence.
EDIT: Also, you said your normal maps were baked for 256 while the diffuse was 512, wouldn't the maps then be offset when placed on the character?
Hey thanks. I straighten as many borders as possible and leave plenty of space for mipping. Usually I do a quick texture resize to test if any UV islands are too close together.
As long as the textures use the same UV layout you don't need to do any other special treatment.
That brings a big shiny tear to my eye...
On a serious note, it was good to work with you too. The most valuable thing I've gotten from any job is the knowledge from my peers.