Hi guys, I am working as a character artist on a small team developing a free to play game in Unity. I thought I would use this thread to post some art and get any feedback from the community. The game were making doesn't have a name or anything but its along the lines of a class based, first person shooter, arena game. So this is the warrior class. Ill update this thread with more work as I finish more! Thanks for stopping by.
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Is he supposed to be an early level character?
My crit would be that if he is he looks ok he is fairly simple which points to an inexperienced version of the character.
A little variation on the colors on clothing especially the pants would be nice.
Just my opinion
I just wanted to start sharing some character work to see what kind of response the characters were drawing.
Thanks for the feedback Ripper351. I did a quick hack job on the cape posed in zbrush because in game there will be cloth tech and these are just marmoset renders. But I appreciate all the feedback from everyone. Thanks guys!
I agree.. i dont want to to look at male butt for hours either
Here are some marmoset renders of the mage class! Up next is the ranger.. but i havent even started so it will be a good week or 2 before I have anything to show. I could show some WIP stuff if you guys are interested in seeing that stuff.
So I start from this very rough basemesh. I normally wouldn't post it but I think its important to understand the difference between game art and high poly sculpture. I am guilty of getting lost in a sculpt and detailing for way too long. But because I know my end product is a low rez game model I don't need much to start. And I only need to sculpt what I want a normal map for. This base mesh is more or less a hangar for the armor.
I extract pretty much everything and use dynamesh to come up with what I think will be a cool design that says Ranger but also fits in with the visual style of the other characters. This is where I am at now. Next I will go into modelling and create clean geometry which I will do the final sculpt on and lastly retop. I will post more pics as I get there to show you what I mean. Thanks!
Your work looks nice too! I have to agree with you that sometimes people can't differentiate between a sculpt meant for a game and one that's meant as a sculpture.
Keep it up!
Youll notice too I went through several variations of his hat until I was happy with something kind of basic but still cool enough. Classic Beanie op
I might be a bit late critiquing the Warrior but it really bugs me how thick that belt is, makes it look very loose and bulky, the Ranger has a similar problem, the belt just seems to be floating there. Maybe having the cloth around being affected and having the belt make an indentation in the form would help.
I really like the Wizard but his hat also feels a bit thick n bulky, especially the base.
I agree with what's been said about the assasins shoulderpads, they're looking a bit big, or his neck is too short.
With that said, they all look pretty darn great, the style reminds me of Orcs Must Die!, which certainly is not a bad thing :P
Keep up the great work!
were working on solidifying a game name from there we will start an indiedb.com page / facebook ill post a link here as things progress and hopefully i can show you guys some game footage soon. We really need an animator though
let me know if any of the painting stuff needs clarifying.
Hey thanks Onmioji! And Chudork .. thats a good question. .I honestly dont know, Its an option in Xnormal, I googled it the answer is very technical. I only use a specific channel from it to help light my textures. If you bake one, look at the way the lighting is coming from in all the channels. Usually theres a top down, front back, and left right lighting source. Grab the correct channel you need for your prop / character and overlay it over your AO and see what it looks like