Hi all,
I am working on this personnal game project , using unity3D, and I was thinking that will be a good idea to show the wip of the first level game assets.
Currently character are mostly done in hires, then I will bake all of that onto the Lpm as well once I make them.
Zbrsuh for sculpt and 3dcoat for the painting work.
About the game itself , it will be a 2.5D game , kind of beat them all , with some plateform part, so scrolling vertical and horizontal.
We work at MAC and PC verison for now , but a Iphone verion will be made as well ( and model optimization will be done for that )
The first level will be in a forest environnment ( a total of 8 level is planned ), so all of teh character I throw here are for this level, mainly.
Not so much wire to show for teh moment but when i done teh retopo I post as well
ok well here the picture ^^
thanks for looking and I will update with game model , wireframe as the development go along.
Replies
Well This is a test for mainly camera angle view and scale purpose , the level itself will of course doesn't look that flat at the end.
Anyway I will be interested to have your opinion about what angle you will eventually prefer while playing.
We set it at 60degree angle but here I tested also at 30 and 45
here the shot , inside the game engine>>
30deg
45deg
60deg
thanks for looking
i vote for something between 45 and 60 with a lower fov
is nice to see people using unity on polycount
The reason I went to a 60deg at first was to maybe be able to give some different level on the height , hmm how can I say , like if you were looking at action from the top sitting on a branch , and I want that the player can eventually see that branch , giving a bit depth.
not sure I well explained about that ^^, anyway I will try to make some screen of that , so you can see it
a little test for fun ^^
http://www.giyomu.com/Unity/RawFile.html
Thoughts on correction; heavily exaggerated proportions, profile enhancement through actual character design beyond naked humanoid, color choice that separates from environment and simplified ground material.
I just wanted to say than we open recently a blog for the game project , so if you are interested to follow along how the development goes , just feel free to visit sometimes ^^.
here the adress >>
http://knightmareproject.wordpress.com/
if you want to post some coments, just do here.
thanks !
I would say the texture resolution of the trees needs to be increased, or at least the stretching removed from near the base as this is distracting. Also, the ground texture is way too big and detailed for the size of the characters; the scale is reminiscent of action figures compared to the ground they're on.
If you had to stick to a fixed camera elevation then 30 degrees looks to be the best to play at personally, although if possible a player-controlled camera would be a better option. Of course this might be against the intentions of your game design.
There is an old konami game who was on MSX too called knightmare as well , there is quite a few Knightmare runing around here and here ^^
as far as a useful post goes I'll say I agree with cholden, the models look good up close, but don't read so well when put in a game context. To avoid this, I think your workflow should include constantly viewing your models from a game size/distance and perspective, and also pasting screenshots from z/mud into game screenshots so you know ahead of time how things are going to gel. One other thing that strikes me is the grass and trees don't really seem to mesh, like the grass is darker than it should be. it looks a little bit like 'day for night' footage
One thing to decide about your ground and your characters is how they are going to relate. is the ground darker or lighter than the characters, for the most part? because you need to seperate them somehow as it stands- they're pretty much the same values.
to help with this decision, I suggest converting a screenshot to greyscale (not desaturating), adding an overlay layer on top, and painting using dark and light grey until everything stands out from each other, characters, objects and environment. Try making the ground lighter and the characters darker, and also the ground darker and the characters lighter. which works best? Then, take that overlay layer, and put it above the original coloured screenshot, and play around with the opacity. That should give you something to shoot for when tweaking your textures to make everything pop for the viewer
Thanks rooster for the tip you provided, we should have enough elements soon to start all of this testing stuff more accurately ^^
By the way, some new stuff are on the project blog so feel free to take a look when you got a bit time for , you are welcome
http://knightmareproject.wordpress.com/
I have just finish one of the character, a shroom bonus character ^^
here a screen in the game engine
there is more screen of it the project blog
see you !!
I just post here as I uploaded some few update on the project blog , so if you are curious you can have a look , right now I work on some animation stuff , and the first boss should come soon
http://knightmareproject.wordpress.com/
see you soon and good luck for those will go to war on the new dominance war challenge !
keep in mind your unit ID.. right now those characters are getting lost in the environment. they should pop visually. check out how other games do this. characters are usually a bit brighter than the environment.. or more saturated.. or SOMETHING.