*EDIT* WIP In-Game Texture*/EDIT*Hey,
I would be eternally grateful if you have a moment to give some feedback / critique on my design / model.
"What if Nintendo made a 3rd Person Shooter" is a small prototype I'm working on for fun.
Name: Carrie Tinker
Occupation: Space Salvager
Is the design appealing?
Does the design communicate sci-fi space salvager / space cowboy?
What can I improve on the 3d sculpt?
Concept:
Replies
If you made some back story for her and answer few questions that will help you communicate her character occupation and so on
For example :
In what part of the "space" is she living and what special about that place if any
What is she most interested in / what she intend to salvage and why
How is she going to carry all her bounty
Does she need tools or skill to salvage
What her motivation / is it dangerous / does she really need a gun ?
I can give you some suggestion right away but its better for you to found out who she is first
Head proportionally should be larger to match the concept. your charatcer is 4 heads high wheras the concept is 3 heads high.
In this sort of style, proportions and big reads will matter A LOT to how an asset is made. I recommend really making sure you have the really big silhouettes down before pushing in any further.
Should I push it more?
Is it better without the cap?
How is the design compared to the backstory?
Is it Nintendo-ish?
She is part of a band of space outlaws that make a living scavage valuable treasures from the ruins of ancient civilizations. They are competing with the Diggers, a galactic trade federation, that also salvage long lost planets. Carrie Tinker is the mechanic and tinker of the lot. She can make anything function, with McGyver-type ingenuity, which will come in handy as the Diggers are not the most friendly of foes.
I'm welcome for design ideation based on her backstory
A couple of purely technical moments, though.
A character is most commonly seen from threequarters view. So it should look the prettiest from this angle. I'd say she is better without a hat (and closer to the concept). Plus her lips are somewhat stretched forward as if she's pronouncing a German vowel. It is not too appealing and, truly, char's expression should be as neutral as possible. The last bit is required by both modeling and riggers))
Keep it up!
I'm taking the decision to go with the current proportions, the more extreme cartoony proportions in the original concept is a tad too extreme for the game as it stands right now! I might revisit this decision once the puzzle pieces are in place!
Any feedback on the design ?
Your argument is correct!
I'm personally interested seeing this thread progress further.
Maybe add even more characters/props to be apart of this universe.
Does she use or wear any of the gadgets she 'Maguyvers'? it would help sell the idea of her being a mechanic/tinkerer.
Yeah, I don't want to necessarily copy Nintendo, but use their design principles with my own style of things. Thank you for the inspiration!
Here's an in-game WIP for the first pass of textures and shaders.