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CARTONEROS Screenshots + Paintovers

ANTROPO
polycounter lvl 10
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ANTROPO polycounter lvl 10

Hi Everyone,

These are images from a game we are looking to Kickstart this summer.
All the models of the basic set of objects that are needed to launch a playable game are done. We will be doing more in the same style, with more variation.

Textures will need treatment as well as animation. Here are just paintovers of screenshots that will feature details that are visible upon zooming in and are necessary.

What do you think about the color scheme, style, what's wrong & could be improved?
If you'd like to reinforce our team & work with us, send us a message We'll be really happy.

A texture artist will be needed, and we have settled on a base color scheme like this:
01_what_is_cartoneros_1jpg


02_what_is_cartoneros_2jpg



03_game_overviewjpg



04_cardboard_worldjpg



05_tactical_strategyjpg



06_game_structurejpg


Please visit http://www.cartoneros.co/kickstarter/ for more info
&
send us a message if you'd like to participate.

There is more info on the kickstarter page here: http://www.cartoneros.co/kickstarter/

Thanks for your feedback.

Replies

  • AA3D
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    AA3D polycounter lvl 3
    id say give the characters a more saturated eye catchy color . to make them more distinguishable . i didnt know they were characters from the first glance . everything is just an eye maze in my opinion ... unless that is the point
  • Fenyce
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    Fenyce polycounter lvl 11
    For me it's really hard to figure out what's going on and what this should be. You really need to seperate the background more from the characters plus you should make both more readable.
    I guess this shall be some kind of city with somewhat mech-like carton characters in there?

    You should take a look on how to improve the scene by using different values and saturations.
  • ANTROPO
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    ANTROPO polycounter lvl 10
    Thanks guys, Yes the aim is to have the background less saturated and characters will have player-selected/player-configured color schemes.

    Plus, the mechanic of the game is exploration with your device in your hands, so as you zoom out, you should not immediately identify characters. This way, you need zoom in, by placing your hands closer & then the rest of the map will only show a few walls and less varied color surfaces & the characters will stand out.

    Does that make sense :D ? Hard to explain with words:
  • ANTROPO
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    ANTROPO polycounter lvl 10
    09_character_configurator.jpg

    When you zoom in, the characters will reveal their identity and the player's color scheme.

    Do you think that with animation applied & more saturation on characters than the surrounding environment + the zooming/exploration mechanic will make things better?

    Thanks.
  • ANTROPO
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    ANTROPO polycounter lvl 10
    Let's do this! We're gonna need to work with more 3D artists :)
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