Hey guys, haven't posted anything for a long time!
So,a young boy awaken in a lab.
Most part of his body is mechanical.
He knows he is a war child, genetically made for fighting ghouls. But he was supposed to wake up fully grown, as an adult. There should be scientists all around him.
He goes out of the lab, and see millions of Ghouls. His arms awaken, a thousand billion nano machines inside his body is ready to learn and mutate. He's going to do what he was made for. And that's kicking ghouls' asses.
After punching his way through some weak ghouls, a mechanical walking little hut rushes toward him, and through the window a skinny tired but alert man's head appear.
He says he was one of the scientists who made him, but the ghouls infected one of them and destroyed everything before he was ready to fight. Heck two more weeks and he was a full grown adult war machine!
The scientists who protected him to a safe room all died, while Talteid fled in his emergency walking hut, and never stopped running away from ghouls until now.
He's a coward, but at least, now that Eight is awaken, he can help him better than the dead ones.
They also have a new goal : escape to the Tower of creators.
I thought about a lot more, with nice twists, but I'm going to make a game out of this I don't want to spoil it here. :P
So it will be Unity in the end, but I might use the renderings of toolbag for this contest.
So far I've got 4 things to design: Eight, Talteid, Hut, and ghouls + environment (that will be kept very simple)
I began sketching Eight's design.
More to come soon, good luck everyone!
Replies
There's something particular with the character designs, I'm trying to do everything boneless, using only hierarchies in Unity. That way it will save a lot of time and resources in game.
Uvs unfold and the character is animable without skinning :P
Not sure about legs and shoes, I'll think of something while texturing...
Now the big ghouls, I wanna Zbrush moar!
Oh well, I'll just focus on finishing this thing!
The faces of these characters should be the main highlight, but I feel like I should be looking everywhere but the face. It seems muddy, and a little disgusting to look at.
So what I would recommend is getting some red skin tones in there. Take a look at these examples.
(Hazardous)
Notice all the red tones, especially in the ears (you don't need to go wild with the red) you just need to know where to place it. Places where it's colder on the face should be where you have redder spots (nose, cheeks sometimes, ears).
I think it's worth the effort to try and match an art style too. On one hand it looks very stylized/hand painted, and on the rest of the body (especially the metal parts) you have photorealistic scratches, which break the overall flow of the texture work.
One thing I think would help, is if you baked a point light map for all of these characters. It would give it some depth, and also bring out more detail. Here's a thread talking about this: http://www.polycount.com/forum/showthread.php?t=101000
Another thing, it looks like your green channel is flipped on your monster normal map (might be flipped on the others too, might want to test them too).
Anyway, I hope this helps a little.
It doesn't seems that the green channel was flipped... Maybe there's something wrong somewhere else~
Well here's a correction :
Ok I found the problem, I checked Object space normals because it would look bad otherwise and I didn't put the small effort of remembering we're usually using Tangent space =.=
And so it looked bad in the first place in tangent space even without normal map because I exported the mesh in obj without smoothing and normal data. That was pretty dumb, I recently reinstalled Maya and forgot to put my export settings back... thanks for pointing out the problem! :thumbup:
I think I should first do the environment next in case I don't have time to make the last little ghoul. The scene would then become escaping one single big ghoul, instead of a herd of ghouls.
Maybe it'll save time if I adjust all colors/specmaps/contrasts together after modelling everything... I think I'll add stuff like tree plants herb and maybe some broken things?
Well... I think I'm done here. Now some codes. I hope I'll be able to make the whole game to the end. But I've done it once with Sela the space pirate. I have faith!
Try to get a "mood board" of a bunch of different scenes where you really like the lighting, and try to create something based off of those different scenes.