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High-fidelity pixelated futuristic character models for a GoldSrc game in development

RAWconcrete
polycounter lvl 7
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RAWconcrete polycounter lvl 7
These characters are being done for a small FPS game called E X C A V A T I O N. They are modeled and textured in SketchUp Make, then exported to Blender for animation and further exporting.

Video of the bot (pan around at 1:45): https://youtu.be/RuDup0QzINU?t=105
Few animations: https://www.youtube.com/shorts/i4bVahgUawA



This is MTU (Martian Tactical Unit) suit, work in progress. The protagonist is an MTU operative. Video of the model (2:07): https://youtu.be/RyXkcY2mOjA?t=127



Replies

  • MikeF
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    MikeF polycounter lvl 20
    Amazing oldschool work, love what you all are doing with this project!
  • RAWconcrete
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    RAWconcrete polycounter lvl 7
    MikeF said:
    Amazing oldschool work, love what you all are doing with this project!
    Thx, glad you like it!
  • iam717
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    iam717 interpolator
    Got spoiled, i suppose with the HQ texturing things, but i can somewhat appreciate the design/texture direction.  Wasn't there an issue with blurring / merging from long distances with this style though?  Unless you found a solution for that, saw all the videos, cool either way, whatever motivates your own desires.
  • RAWconcrete
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    RAWconcrete polycounter lvl 7
    iam717 said:
    Got spoiled, i suppose with the HQ texturing things, but i can somewhat appreciate the design/texture direction.  Wasn't there an issue with blurring / merging from long distances with this style though?  Unless you found a solution for that, saw all the videos, cool either way, whatever motivates your own desires.
     If I may correct you, HQ is not tied to resolution. This is HQ low-res texture work. You meant hi-res and that's fine, being used to it and not finding this kind of graphics that appealing. As with everything, some will like it, some won't. Most do, which is nice. The game uses a 1:1 texture-to-unit ratio and nearest-neighbor, so blurring is not an issue.
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