The gameplay shot at the top doesn't read well though. It just doesn't feel like it's moonlit. I think de-saturating the vibrant green grass and foliage textures would help pull some of the silvery blue moonlight back into the scene.
The gameplay shot at the top doesn't read well though. It just doesn't feel like it's moonlit. I think de-saturating the vibrant green grass and foliage textures would help pull some of the silvery blue moonlight back into the scene.
I kinda disagree on that desaturation, I think it reads quite well (to me anyway) and I think desaturating the grass might take away from the fairytale-look. Then again I might be wrong.
And I think too that the wood on the ballista could be more saturated and/or darker to strenghten the contrast between it and the metal.
I think the ballista can use some contrast between the wood, stone, and metal.
Yeah, I think the ballistas still need work on the texturing overall,specially detailing the materials. Hopefully i'l be able to come back to them pretty soon.
I kinda disagree on that desaturation, I think it reads quite well (to me anyway) and I think desaturating the grass might take away from the fairytale-look. Then again I might be wrong.
And I think too that the wood on the ballista could be more saturated and/or darker to strenghten the contrast between it and the metal.
I'm on the fence about the lighting on the level, I'l definitely keep tweaking it though.
awesome work man!! i love the clean feel of them - reading very well!
i think though that any deeper insets - like windows on your gate would benefit from extra geometry and having them actually inset in geo
also - tops of the wooden palisade could use some work i think - now it doesn't read like wood cross-section - whatever you did on the roof beams few images back - works better imho
awesome work man!! i love the clean feel of them - reading very well!
i think though that any deeper insets - like windows on your gate would benefit from extra geometry and having them actually inset in geo
also - tops of the wooden palisade could use some work i think - now it doesn't read like wood cross-section - whatever you did on the roof beams few images back - works better imho
cheers
f.
Yeah, i'l look in to the wall tops, they do look pretty flat.
You might want to add lights to the towers at night. If you're using textures with a palette, then a simple palette swap could do this for you.
Pre-baking shadows or adding a normal map would help give the buildings a feeling of depth, but the current cartoon-like appearance might be intentional and does work well with the art style.
On your logo, the small grey "the" doesn't really fit. You can probably just remove it without losing anything. Otherwise, move it to underneath the shield, either above "Trolls" or beside it. The curvature of the text also doesn't quite fit that of the shield. Adding a shadow to the arrow would make it feel like it's sticking out of the shield.
I love the 'lighting' of your textures. Really bright style that makes them look like resin toys!
Think you could do to up the contrast some more on the characters, just in terms of seperating large shapes, such as the wolf's head from his sholders.
Also I'm curious as to your method of avoiding seams. Especially on the towers. Crazy smart unwrappng? or 3d painting app?
The run cycle for the rat is nice, except the tail - it seems to be a solid unit, when it should be working to offset the weight and movement of the body. I couldn't find a nice animation for a giant rat (go figure...), so you'll have to do with a squirrel:
My only crit is unrelated to the assets:
On the game's bizarre placement of the word 'the' in the logo. It reads like superscript for the word 'trolls'. I'd put the arrow on the right side and the word 'the' on the left.
As it stands now, this game's title is: Defend Trolls to-the-'the'-power Strike Back...or, at best, Defend Trolls the Strike Back.
I highly doubt either of those are correct, but you may not even be the guy who did the logo...sooooo....regardless, awesome model/painting work!
I love the 'lighting' of your textures. Really bright style that makes them look like resin toys!
Think you could do to up the contrast some more on the characters, just in terms of seperating large shapes, such as the wolf's head from his sholders.
Also I'm curious as to your method of avoiding seams. Especially on the towers. Crazy smart unwrappng? or 3d painting app?
Keep em coming
Some of the towers I actually used an odd workflow, I actually prepared the texture sheet before modeling them, then I just cut and bent the planes in to shape. I also did a bit of painting with the wiewport canvas in max.
I also like using mudbox for texture painting, but I've been trying to keep the workflow as simple as possible, been kind of lazy about importing and exporting stuff.
As far as the contrast on characters, i'l keep that in mind. I'm probably gonna do another pass on all the assets once i have a good ammount done.
The run cycle for the rat is nice, except the tail - it seems to be a solid unit, when it should be working to offset the weight and movement of the body. I couldn't find a nice animation for a giant rat (go figure...), so you'll have to do with a squirrel:
I might have to redo the rig to be able to properly uncurl the tail, might have shot myself in the foot by trying to use less bones.
Replies
No critics really, just feel they could be pushed more towards the saturated side perhaps some deeper shadowing. Your call
The gameplay shot at the top doesn't read well though. It just doesn't feel like it's moonlit. I think de-saturating the vibrant green grass and foliage textures would help pull some of the silvery blue moonlight back into the scene.
I think the ballista can use some contrast between the wood, stone, and metal.
I kinda disagree on that desaturation, I think it reads quite well (to me anyway) and I think desaturating the grass might take away from the fairytale-look. Then again I might be wrong.
And I think too that the wood on the ballista could be more saturated and/or darker to strenghten the contrast between it and the metal.
Didn't really follow any tutorials, that being said, I've seen some nice tutorials for hand-painted textures.
I havent done this one myself but it looks really good, I'm looking forward to it when I have the time. - 3dmotive HAND PAINTED TEXTURING
As far as making a tutorial, I've never done any, but I'm sure I could come up with a decent step-by-step showing how I approached one of these : )
Yeah, I think the ballistas still need work on the texturing overall,specially detailing the materials. Hopefully i'l be able to come back to them pretty soon.
I'm on the fence about the lighting on the level, I'l definitely keep tweaking it though.
That would be awesome if you get a chance too.
The only Critique I can give is in the Art Direction.
Can you saturate the characters, and desaturate the environments? You want clear readability for games like this!
Otherwise PLZ dont change anything! Its AWESOME!
I'l try to post up some fixes on the other assets too, might be slow though, working on a few other things as well.
Hopefully I can get around to it this weekend, once things slow down a bit : )
i think though that any deeper insets - like windows on your gate would benefit from extra geometry and having them actually inset in geo
also - tops of the wooden palisade could use some work i think - now it doesn't read like wood cross-section - whatever you did on the roof beams few images back - works better imho
cheers
f.
Yeah, i'l look in to the wall tops, they do look pretty flat.
Pre-baking shadows or adding a normal map would help give the buildings a feeling of depth, but the current cartoon-like appearance might be intentional and does work well with the art style.
On your logo, the small grey "the" doesn't really fit. You can probably just remove it without losing anything. Otherwise, move it to underneath the shield, either above "Trolls" or beside it. The curvature of the text also doesn't quite fit that of the shield. Adding a shadow to the arrow would make it feel like it's sticking out of the shield.
Someone else told me the same thing outside the forums, I will have to do something about that. As far as the lights on the towers, yeah will do : )
Gnoll, with claws : 0
Think you could do to up the contrast some more on the characters, just in terms of seperating large shapes, such as the wolf's head from his sholders.
Also I'm curious as to your method of avoiding seams. Especially on the towers. Crazy smart unwrappng? or 3d painting app?
Keep em coming
My only crit is unrelated to the assets:
On the game's bizarre placement of the word 'the' in the logo. It reads like superscript for the word 'trolls'. I'd put the arrow on the right side and the word 'the' on the left.
As it stands now, this game's title is: Defend Trolls to-the-'the'-power Strike Back...or, at best, Defend Trolls the Strike Back.
I highly doubt either of those are correct, but you may not even be the guy who did the logo...sooooo....regardless, awesome model/painting work!
Some of the towers I actually used an odd workflow, I actually prepared the texture sheet before modeling them, then I just cut and bent the planes in to shape. I also did a bit of painting with the wiewport canvas in max.
I also like using mudbox for texture painting, but I've been trying to keep the workflow as simple as possible, been kind of lazy about importing and exporting stuff.
As far as the contrast on characters, i'l keep that in mind. I'm probably gonna do another pass on all the assets once i have a good ammount done.
that actually made me laugh : p
I actually am responsible for the logo another one i'l have to do another pass on.
I might have to redo the rig to be able to properly uncurl the tail, might have shot myself in the foot by trying to use less bones.
Keep it up!