I know you're going for the geometric style, but I feel like some of your poly placement could be a bit better, like the pole on mario's face could be higher up to look more like a cheekbone.
Really nice stuff though you should use all of the 500+ triangles for each character you got a good base for all of them just hit that mark other than that strong start.
Thanks D4V1DC. I know what you mean by saying I should use all of the 500 triangles, but I'm trying to keep all their designs simple. I'm also trying to have a little overhead, because I plan to add a few extra things to the scene that may end up adding a lot to the polycount. Thanks for the suggestion, though. I may end up adding more detail to the characters later on.
The fight between Mario and Donkey Kong (1 half of the scene):
Still have some texturing/coloring to do. And I still have to add another character for Link to fight with. Then I have to add more environment props/formations.
I like how this is coming out, but perhaps a little love on your textures. Firstly, maybe pushing the saturation a bit so that everything doesn't look so muted. Right now Mario looks blahse simply because his skin is pale and his red isn't RED. I think you've got a great idea, but maybe push some things a little further.
And I agree with some other people in that ~500 is just a guideline. Going as low poly as possible won't really achieve what you might be going for. Utilize what you can without going over Hope I helped
Thanks for the input specsowl. The skin really does need some work, I'll fix that in the next post. I could add some extra geometry to the character meshes, but I'm not really sure where it would make sense to put it. I guess I could round them out a little more, but I do kind of like the sharper edges.
Thanks for the input specsowl. The skin really does need some work, I'll fix that in the next post. I could add some extra geometry to the character meshes, but I'm not really sure where it would make sense to put it. I guess I could round them out a little more, but I do kind of like the sharper edges.
Sharper edges are good, yes, but some polygons are incredibly stretched which could lead to bad lighting errors, texture stretching, etc. Most notably on Mario. Donkey Kong looks pretty good and reminds me of the rock dudes from the old Lego series Rock Raiders
Sharper edges are good, yes, but some polygons are incredibly stretched which could lead to bad lighting errors, texture stretching, etc. Most notably on Mario. Donkey Kong looks pretty good and reminds me of the rock dudes from the old Lego series Rock Raiders
Ah, yes I see what you mean. I was having some AO baking issues earlier because of Mario's sharp edged back. I forgot to mention that I will be fixing that
Very cool. Really liking how Link turned out. He seems to be the "hero" piece! Get it, because, he's the...hero of time? Yeah ok. Anyways, coming out nicely.
Here's an update on the scene containing all the fixes from the last one (and a few other tweaks )
[SKETCHFAB]18cff07921b3437db6ceae148cbfdbd8[/SKETCHFAB]
EDIT: HMM... The lighter material for donkey kong isn't showing up. I'm not sure why...
Cool!! I know this sounds silly, but my favourite details are the fx; i.e. the dust shooting up below Mario, and the cracked ground below Donkey Kong. Are the poses final for those characters? You should try exaggerating them, like really exaggerating them so they're all-over-the-top-epic looking. The frozen-in-time action sequences are going to be my favourite in this competition. The set and clouds are going to look awesome too.
Thanks @a3ssthesia. I have to agree that the FX are one of the best parts of the scene. They help to add motion to an otherwise stationary scene (and since it is cartoon I get to really push the FX to the limits ). I probably will be exaggerating the poses later on, but I want to do a little more environment modeling first. And I still haven't decided on a fourth character to model, so I have to do that too (I'm stuck between Falco and Pikachu).
@SentryTheGod, I dunno, I kind of like the poses they're already in. Since there's only one more character to create, I think I'll probably stick to poses in the game, but I might exaggerate them more.
Update (better lighting, sky, a little environment modeling):
[SKETCHFAB]6c3b0be8689e46bd89cebd418632f79f[/SKETCHFAB]
Actually no, I'm just multiplying it onto the material. I'm not sure if sketchfab does that, so I may end up baking the materials down into color maps. We'll see.
The AO is a cool tool to create fake depth and lighting, but you have to understand something: The shadows tend to be cold, especially the painted ones. If you turn the color of your AO map from black to dark blue, the bake are going to look far better. If you use it in pure black, the result is dirty.
Try to play with the hues: Cold for shadows, warm for lights (generally speaking, of course). And NEVER use pure black in a texture if you are aiming for a hand-painted or cartoony approach.
I finally decided to do Pikachu because he shows up more in the promotional images (but I personally like Fox better). I also added a fight between Link and Pikachu:
I'm now having a major issue. When I try to switch to the platform material to edit it, sketchfab will crash. The issue is that I can't add an AO map until I have access to the settings in SketchFab. I'm really not sure what to do. I've already tried it in two different browsers... Is anyone else having this issue?
I'm not really happy with the smash ball. Probably going to remove it, but I just wanted to see if anyone had feedback.
I'm also going to try to figure out what the issue is with crashing sketchfab when I try to edit the rock texture. Maybe optimizing/splitting the objects apart?
I like the idea of the smash ball, but I think the texture needs to be shifted over, the cross should be facing the default camera screen, its off to side of the sphere. Try moving it around in different locations to see its effect on the overall composition, or put more items lying around.
E2x7u, I decided to remove the smash ball. It wasn't adding anything to the composition, plus it was difficult to make it look good. I wish I could have made it work, but it would have been a lot of messy tweaking that I didn't want to have to worry about.
Update on the scene:
[SKETCHFAB]c7827454e08143588596411339464f2f[/SKETCHFAB]
Sketchfab stopped crashing once I optimized my mesh a little bit, so I was finally able to get some textures on everything! What do you guys think of the AO? Also, should I add anything else to the scene (pokeball, food, hammer, etc.)?
Replies
Link's mesh...
Stats:
Tris: 388
Verts: 227
Updated links shield with a better texture...
The fight between Mario and Donkey Kong (1 half of the scene):
Still have some texturing/coloring to do. And I still have to add another character for Link to fight with. Then I have to add more environment props/formations.
[SKETCHFAB]3473b5f8e4fd44b69b68badfc15aab70[/SKETCHFAB]
And I agree with some other people in that ~500 is just a guideline. Going as low poly as possible won't really achieve what you might be going for. Utilize what you can without going over Hope I helped
Sharper edges are good, yes, but some polygons are incredibly stretched which could lead to bad lighting errors, texture stretching, etc. Most notably on Mario. Donkey Kong looks pretty good and reminds me of the rock dudes from the old Lego series Rock Raiders
Ah, yes I see what you mean. I was having some AO baking issues earlier because of Mario's sharp edged back. I forgot to mention that I will be fixing that
Here's an update on the scene containing all the fixes from the last one (and a few other tweaks )
[SKETCHFAB]18cff07921b3437db6ceae148cbfdbd8[/SKETCHFAB]
EDIT: HMM... The lighter material for donkey kong isn't showing up. I'm not sure why...
@SentryTheGod, I dunno, I kind of like the poses they're already in. Since there's only one more character to create, I think I'll probably stick to poses in the game, but I might exaggerate them more.
Update (better lighting, sky, a little environment modeling):
[SKETCHFAB]6c3b0be8689e46bd89cebd418632f79f[/SKETCHFAB]
Just a quick test to see what AO looks like:
(I didn't bother to unwrap it manually, I just used one of the automatic unwrap methods)
Donkey Kong AO:
Actually no, I'm just multiplying it onto the material. I'm not sure if sketchfab does that, so I may end up baking the materials down into color maps. We'll see.
Try to play with the hues: Cold for shadows, warm for lights (generally speaking, of course). And NEVER use pure black in a texture if you are aiming for a hand-painted or cartoony approach.
[SKETCHFAB]1d987a60a66143c092bedca143625a11[/SKETCHFAB]
Here is a new update:
[SKETCHFAB]fac71adf019d4b7c98c73e6eba84b46e[/SKETCHFAB]
(excuse the messed up grass in the background. I think the normals are flipped)
EDIT: Fixed the grass issue (and fixed donkey kong as well )
@e3stesia yeah, frankly I'm just to lazy to take screenshots :P but my excuse is that it's easier for people to scrutinize the models this way
Update:
[SKETCHFAB]b2e41f786c3b4b2f809c14d590a65152[/SKETCHFAB]
I'm now having a major issue. When I try to switch to the platform material to edit it, sketchfab will crash. The issue is that I can't add an AO map until I have access to the settings in SketchFab. I'm really not sure what to do. I've already tried it in two different browsers... Is anyone else having this issue?
[SKETCHFAB]6664a8b04baa456ba30f267041c31768[/SKETCHFAB]
I'm not really happy with the smash ball. Probably going to remove it, but I just wanted to see if anyone had feedback.
I'm also going to try to figure out what the issue is with crashing sketchfab when I try to edit the rock texture. Maybe optimizing/splitting the objects apart?
Update on the scene:
[SKETCHFAB]c7827454e08143588596411339464f2f[/SKETCHFAB]
Sketchfab stopped crashing once I optimized my mesh a little bit, so I was finally able to get some textures on everything! What do you guys think of the AO? Also, should I add anything else to the scene (pokeball, food, hammer, etc.)?