It's my intent to set up a little scene from Dark Souls in the art style of Animal Crossing. A mash-up of brutal and serene.
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All done. I severely underestimated the amount of this would take let alone what I had time to do. So in the end I didn't include everything I wanted to, but really, how often do you get to when it comes to deadlines and art?
I'm very happy with the results, however. I hope it is enjoyed!
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I've also decided the Sieg is a chubby, little bear.
The project may have to stray from the source material a bit and probably add some high contrast color to the armored characters, as they're going to be hard to read de-rez'd if they stay as muted as they are.
Another challenge will be to make the weapons readable. Such spindly implements will hardly read well from too far away. Most likely will have to bulk them up in exaggerated ways.
I love both games and your remixed characters are spot on.
Good luck
I really like the logo!
Had a couple hours tonight, so I started on the model for Siegmeyer.
Of the three planned characters, he's the least expressive thanks to his armored face and stubby body. As such, I feel his silo is the least interesting.
I deviated from the concept a bit, as I felt it was far too much 'Bear' and not enough 'Siegmeyer'. In particular the head was too form fitting when the iconic helm of the source character is known for it's silly width. So I pulled that out a bit and moved the visor more toward the center. The ears remain as is, because they're helm decoration and not his actual ears.
I'm wondering if he needs to be further exaggerated. I'll wait till I get the others modeled before making that call.
As is he sits at 491 polys. Still lacking his Sword and Board, but I hope those can fall under the 100 poly 'item' limit as I don't think I can work with a remaining 9. (Though I guess I can cannibalize a number of triangles, I don't think I'll have enough for the shield in such a case.)
I don't expect you'll have trouble with his equipment; I'd include them with their own 100 tri limit (sword should take less). Just model them with the same feel as the character and you'll be good to go. You'll probably need to spend some extra poly's on the shield to keep it looking circular.
How's now sound?
Seems I've been working in 'basic' mode this whole time. I guess now I can post a bit more elegantly.
Staring at him some more, I think I'm going to modify the helmet a bit. It's lacking that weird 'off putting' quality the original had. Perhaps narrow the visor and fatten the base?
Looking at the earlier example image you posted, I suppose the helmet is very onion-like, but I like your current helmet. Maybe you could just pull the tip on top up a tad, to give it that onion tip feel?
Thanks again for sharing the sketchfab model
Updated the sketchfab model. Only had a few minutes tonight to work.
Moved the visor up. Widened helmet. Pinched top to be more onion like. Narrowed visor. I'm happy with it. Time to move on to the next model. Though texturing is my favorite part, I'd like to get all three done before tackling that.
I built a base, animal crossing proportioned, mesh then started layering on the clothes from there. The head took several iterations as the basic AC head mesh is very boring and i was having a hard time getting out of that look and not landing in the sorta bad-3d-anime head realm.
I'm concerned what the eyes will look like all pixelly, as I don't want to mirror the UVs for a more dynamic look. But that bridge is still in the distance.
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Anyway, got the player textured last night.
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That is adorable
As much as I don't want to, I'm dropping the third character until the environment is made. If he has to be cut completely, I'll probably finish him at a later date after the contest is over.
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Thank you all for the kind words and encouragement. Thank you most of all to my newborn and wife!
http://www.polycount.com/forum/showthread.php?p=1897940&posted=1#post1897940
You make me want to finish up Dark Souls