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Low poly game for mobile [warning: I'm noob]

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amarillosebas polycounter lvl 3
Hey all. I'm working on this mobile game as a modeler and animator and I'm almost finished. I know it's not the best thing ever, but it's what I can do for now :poly139:

The thing is that I'm trying to hide a litle bit the simplicity/ugliness of the ground texture in the jungle area. So far I've ran out of ideas, and because of tunel vision, I don't know anymore if this is acceptable or if I need to put more sauce on it.

Besides from that, feel free to rip it to pieces with any critiques you might have. I would be honored.

As a final note, there are some things that are still going to be changed, and that is: The water texture, the sky portion of the skybox, add baked ambient occlusion on some texures, and there's going to be fire on the torches and campfire.

Edit: big fail from my part, but I had to remove the link to the images because my client does not want to show any footage of the game. I´m still keeping the post as a sign of appreciation to the people who replied. Mods, feel free to take the post down if necessary.

Replies

  • daniellooartist
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    daniellooartist polycounter lvl 12
    If you're new then I would say this looks like it's off to a start. Do you have a styleguide?
  • amarillosebas
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    amarillosebas polycounter lvl 3
    What exactly do you mean by styleguide? I had one guy do some concept art but I don't know if I can share his work here, I would have to ask him. Normally I like to do low poly stuff, and if it's flat shaded, better. That would be my style :nerd:
  • Uberren
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    Uberren polycounter lvl 11
    A style guide is exactly what it sounds like.
    It helps you organise things like font, colour choices, any specific types of stylisation you might intend with models, and any concepts you might want to mimic, etc. It helps you stay consistent throughout your textures and models so that everything will work cohesively together.

    Some examples of style guides I found just from a quick Google search to give you some idea:
    MinimalTokyo_Styleguide.gif
    RecruiterDB_2Style_search.png

    The reason, from my understanding, why a style guide was brought up is because your stuff is very inconsistent. Some things are sharp and with good details, like your sign, lamp post, and Moai-like statues, while other things are fuzzy with lots of texture stretching or extremely low poly and muddy looking colours. There are cartoony aspects everywhere, but then the water looks like it's an attempt at being realistic. Nothing seems to mesh well together and feel cohesive.
    Having a style guide to refer to will help with a lot of those inconsistencies.

    Your texel density between objects is also very very uneven. Your ground texture is very blurred and there is a lot of stretching in the tree leaves / trunks, where as smaller objects have sharp textures.
  • amarillosebas
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    amarillosebas polycounter lvl 3
    Uberren, thank you for the critics. I accept everything you said, except the water thing. As I said, the water is one of the things that are going to be changed, together with the sky, for those same reasons you point.

    That unevenness in the levels of detail and texture stretchings it´s bad, I know, I could do better with more time (and more experience too) but that´s a constraint imposed by my client. But yeah, I appreciate the critics, thanks.
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