Abes Exodus and Oddysee were some of my favourite games back when I was still a happy kid with my Playstation
Im planning on modeling/skinning some of my favourite oddworld characters with Nintendo DS specs, because I have some cool gameplay ideas with the dual screen/mic. Anyway, heres the first beastie at 256 tris:
Ill have this one skinned @ 01-01-2006
C&C Welcome!!!
Replies
good luck
/ i see alot of DS spec style stuff recently .... is there something i dontknow ??? like a thrparty emulator epxorter something wiered like that ?
oddworld rules keep goin
/ i see alot of DS spec style stuff recently .... is there something i dontknow ??? like a thrparty emulator epxorter something wiered like that ?
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There is a huge homebrew DS scene going on. You can find some links @ my blogroll http://www.apollostudio.nl/ds/ Drunkercoders is one of the main sites.
I think if you come with all your art to the #dsdev chan on efnet hopefully somebody would like to program it
@Badname: Vette site man!(Im Dutch as well ) And thanks for the links, maybe ill make some sort of DS model pack so those homebrewers could use the models if they wanted to...
Anyway, Im done with the skinning/texturing and present you:
Scrabby!
Im going to model another character and make some scenes... C&C and requests welcome!!!
Cool that your dutch! Do you have msn/icq ?
Also, keep an eye on your vert and uv count. You want to keep these numbers a close to the same (especially) for low spec, portable game art. Here's what Jon told me about this:
okay, as I understand it, every time a UV has seams it doubles the verts.
say you have two faces, connected by one edge.
_____
|__|__|
that has six verts total, and six UVs.
split one face from the other on the UV map and you get this
___ ___
|__| |__|
suddenly, you get two more UVs. but on the model, the vert count is the same. but at runtime, as I understand it, it goes by the UV count instead of the vert count, and that adds up, since game engines actually count VERTS instead of polygons.
It's possible that the verts\UVs thing is only our engine, but in any case, having clean UVs that are properly sewn and arranged is a great habit to get into. And if there's a performance bonus, too? Then great!"
I never played the games, so I'm not familiar with this creature. Do you have a ref pic of it?
and
Some more onepixel detailing would be nice, with some sharper highlights and contrast. The texture is quite blurry right now, and lacks the definition of the original.
I would tweak the saturation a little too. Although being able to separate your enimies from the background is essential, the old texture just doesn't look like that.
There are also some diffrences in your model and the originals pevils regions which may well have been a conscious decision on your part.
your actual size example, is bigger than your texture sheet, in fact I recon that texture could work at 32x32 pixels.
if anything, it's worse on higher rez detailed textures slapped on models that are drawn further away than the actual footprint of the texture.
I'd love to see an Abe game hit the DS. Just being able to shout "all a' ya... work!" and have the mudokins respond in turn would be wonderful.
As for the teture stuff, Hawken definitely knows the score. Your texture looks pretty on your nicely filtered 3d packaged but once you drop it onto the DS it'll start looking really nasty for the reasons mentioned above.
I've recently shipped a Spongebob Squarepants game for the DS, all character textures were either 32^2 or 64^2, 16 colours. Anything higher res just lost all detailed and turned into a pixelated mess.
You'll probably want to keep it quite bright too seeing as the DS washes out colours quite a bit.
That said, I think the texture could be pushed further even at 64^2 @ 16 colors. For one the lighting is a bit muddy. I think pushing the highlights a touch on the top of the head, back and knees would help a great deal. As well as putting some proper shadows on the underside of the neck, chin, thighs and pelvis.
Good start though!
Nah just kidding, really appreciate the tips!!!
And thanks for the 'inside' info about the whole uvmap/polycount thing, the texture specs and the color issue! Heres what im going to do:
1: Make 2 UV maps: 1 64x64 for the head, 1 64x64 for the body
2: Make sure the UV's are as 'clean' as possible
3: Texture them at a 1:1 scale(I skinned the previous skin on a higher reolution and resized it later, thats why its so blurry)
4: Im not sure about this one, should I make the texture darker or brighter?
@Jackablade: what polycounts did you guys use for characters/objects/scenes?
@Badname: Yeah I have MSN! Ill PM it
Expect to see some progress on the scrab this week, and the model of a new character as well!
Basically you just need to consider what you're going to need to show on the screen at any one time then split them up between the 2000 or so (I forget exactly what the number is) polygons that the DS can display at once.
Given that you'd be likely doing all the pretty backgrounds in 2d, theres rarely all that much on screen in the Abe games. With this in mind, you could probably get away with 256 polys for your scrab although keep in mind that you'll probably want a few more for the more detailed creatures like the mudokins and sliggs.
And now for the smallest pimp ever:
I actually think it looks better/sharper than the old skin Pixel painting rules! It was hard getting a clean unwrap to fit on an 64x64 texture, so the inside from the mouth is still 'cut' from the outside. Expect to see the body soon!
Im calling this done, so I can move on to another oddworld character
Thanks for the help/tips on this one guys! I really feel like the texture improved a lot! (C&C is still welcome tho )
Nahj j/k ill just keep using 'normal' saturation levels for the textures for now, wouldnt want people to get epileptic attacks when they view this thread lol
Heres a 90 triangle cute and cuddly fleech:
^C&C welcome!!!
Looks like somebody forgot their 120poly pants for work today
Its a grubb, theyre friendly little water creatures from the oddworld game 'strangers wrath'. I never played the game, but after seeing some screenshots I really wanted to model one of these . More info about them here ...
The texture is kinda blurry right now, but it was a very fast 1 hour skinjob because I wanted to move on to something else...
Its might be a bit high-poly for the DS(280 tris) but here is the finished slig:
Expect to see the first in-game scenes soon
Shame it will never be a REAL game