Making these enemies for school assignment.It will be a 2,5D platform game.
will post more when done but in the meantime what u guys think ?
any comments or crits are welcome
Characters will be taking up about 1/4 of the screen. We are trying not to worry about tris count too much as it would slow us down. We would not be getting anything done if we would worry too much. Besides tris counts are not such a big deal. It's usually the draw calls that kills the frame rate. So we try to keep those relatively low. We try to have models use the same materials and such so we can merge them together as much as possible.
Here's our main character:
And we are currently modelling some assets for a our first level. Just putting everything in there to see if it all works well with eachother:
If we can get our programmer motivated we might have some simple gameplay to show soon.
Shaping up nicely but you need to work on your spec maps, for example to main character's hair is as shiny as the hoddie. Other than that it coming along nicely.
We are not using any specular maps at the moment. There is no functionality in our custom shader for it right now. I was kind of thinking (or rather hoping :poly136:) we could get away with it. But if it looks off too much, I'll have to look into it.
The game is about a boy called Marvyn who moves with his parents into a new neighborhood and a new school. Marvyn has trouble fitting in and gets bullied because his left arm is disabled. At night he deals with, the experiences he had during the day, in his dreams. The gameplay happens in these dreams. Marvyn has to stand up for himself and confront his fears both in his dreams and in real life.
The gameplay will be pretty simple. You have to run around through environments and kill monsters. Each level centers around a different abillity which you will only get in that level. For example, in the first level you can extent your left arm into a grapple hook and use that to cross certain gaps.
You can probably reduce the feathers to a pair of polygons with an alpha mask, cutting the polycount while improving the appearance. It looks like you're currently using 500-600 polygons in the feathers, which is a substantial percentage of the budget for the entire character.
A simple normal map would improve the teeth, them a feeling of depth and solidity. Of course, if the mask is just wood, you can go either way - painting over carved wood or solid wood.
If the mask is wooden, consider adding a subtle wood grain to the texture.
Replies
Here's our main character:
And we are currently modelling some assets for a our first level. Just putting everything in there to see if it all works well with eachother:
If we can get our programmer motivated we might have some simple gameplay to show soon.
The game is about a boy called Marvyn who moves with his parents into a new neighborhood and a new school. Marvyn has trouble fitting in and gets bullied because his left arm is disabled. At night he deals with, the experiences he had during the day, in his dreams. The gameplay happens in these dreams. Marvyn has to stand up for himself and confront his fears both in his dreams and in real life.
The gameplay will be pretty simple. You have to run around through environments and kill monsters. Each level centers around a different abillity which you will only get in that level. For example, in the first level you can extent your left arm into a grapple hook and use that to cross certain gaps.
I hope that explains a few things.
One more enemy for the project:)
A simple normal map would improve the teeth, them a feeling of depth and solidity. Of course, if the mask is just wood, you can go either way - painting over carved wood or solid wood.
If the mask is wooden, consider adding a subtle wood grain to the texture.