This looks like its inspired by those games like Hearthstone and Autochess. Nice job, feels pretty consistent with its design and color scheme. (referring to the images on the first page)
@3DKlassen Hahaha thank you, thats a huge compliment as I love both of those games. A lot of work still to go with the second level but I'm hoping it will be even cooler than the first once I've fully completed both.
The current plan is to develop more storytelling in this setting and really make the section feel lived in with more signs of life.
Currently modeling out a few set pieces which will populate most of the level, I'm really looking to add a lot of different NPC's and wildlife to this level in particular, which a few of I may utilise for the previous level too.
Feels so far from done, really need more foliage and other environmental elements, still texturing and then I'll begin working on other aspects of the environment
I like the attempt at squash and stretch animation, but it's looking kind of weird. It looks like it is at its most stretched position while it's hitting the ground. Or your squash position is so short lived that it is completely lost in the frame-rate.
love your critters. Any info about what shaders you are using? I really like the style.
Dunno if anybody mentioend or you thought about this, but I wonder if adding bit of a bevel to most the enviro-stuff hard edges would be nice? Make everything feel a bit softer? I dunno if would be good or not, just a hunch. Seems like it might make the scene feel more "physical".
@JamesBrisnehan Completely agree - I've been looking into this, the original animation in maya had more squish but I believe the bone scaling didn't transfer into the engine - I'm looking at cheap cost alternatives to get this in so if you know of any solutions im all ears XD
@Alex Javor Thanks for the CC, most of the shaders are standard other than the foliage and water, a lot of the architectural pieces are using toon lit shaders
I've definitely considered having more bevels, the original concept was based off Lara Croft Go with very hard edge styles, and since the target platform is mobile im very concious of the tri count. I may test faking bevels in the textures later on though!
Worked on the bottom left section, still tossing up between changes to the background section - as the camera won't focus on the background much i'm not sure its worth it!
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This level is soooooooooooooo far from done, here's the first of many work in progress
Started producing level two again - long way to go for this scene just playing around with some block outs for now.
Currently modeling out a few set pieces which will populate most of the level, I'm really looking to add a lot of different NPC's and wildlife to this level in particular, which a few of I may utilise for the previous level too.
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been working on some small icons for ui elements this week
I've definitely considered having more bevels, the original concept was based off Lara Croft Go with very hard edge styles, and since the target platform is mobile im very concious of the tri count. I may test faking bevels in the textures later on though!
Worked on the bottom left section, still tossing up between changes to the background section - as the camera won't focus on the background much i'm not sure its worth it!
Decided to revisit level 2, been updating the layout - still more assets and textures to add