I'd like to show some low-poly characters made by myself and prerendered environment (created with my friend Mara in modeling cooperation) for unusual browser game, running on papervision engine.
The Gilfor's Tales is free for all, all you need it's registration and you can play it in your browser
via www.gilforstales.com
The game is published by sodigital.com and it is actually in beta stage, but its fully playable.
Awww yeah! That's very nice. Your texturing is solid. The textures are crisp and clean, with a well defined style. It looks like your project is really shaping up. I'll have to take a closer look at the game itself.
looks beautiful man.. I think red armour woman's texture is a bit plain, but on the whole thats some nice looking work!
edit: ninjas, I was thinking that at first, but I think it's produced a real consistency in art style that looks different than I reckon a hand painted approach would look. I likes it
Beautyful colors on those enviroments, and overall solid characters as well. I really like those skeletons.
Congrats to a job well done. I'll check out this game now.
About hipoly:
It's not too overkilled me, one day for a sculpt it's not too much.
And rooster, it's a good point 'bout style, I feel same myself.
Other thing is a fact, that I'm really not very good handypainter, haha!
AimBiZ - I like skeletons much, that's a last model:)
Cool stuff, while the proportions of some of the characters are a bit weird and maybe not as "interesting" as they could have been, the texturing is very nice, and as rooster said, it's very consistent, which is great.
I was considering doing Zbrush stuff for baking down to diffuse-only too, did you have the same "baking scene" set up for all the characters so the lighting was all the same? Also, did you polypaint the highpoly sculpts and bake it all down, or did you do a lot of the colouring/texturing in Photoshop?
Rollin, hello:) Yeah, I'm still workin on folds techniques, it's really hard thing to do this looking realistic.. the fabric phisique..eh, nothing to say:)
The game is already running, fully free. Will are just working to add some more playable content, more quests etc. You need to register an account and then you will able to play.
And thx!
g0th-> thx too!
MoP -> Thank you! Here my workflow for the models:
-making a high
-making a low:)
-puttin both to max, bake occusion with little stronger spread (than usual bake for diffuse used for normal mapped model). Stronger spread give to me more ways to mix layers in photoshop, for exaple a colored occlusion for faces
-baking a shading from grey colored hipoly model, lighted with 4 lights putted around the model. That simply give me simulation of light on the flatshaded model.
-all baked stuff mixed in photoshop with some coloring:) So, all the texturing is done on the lowpoly model.
V nice, agree about the tiling on the tavern floor though gotta fix that, a little less variation in the texture but maybe a swapped in broken tile set or something to break it up.
It seems like overkill to make sculpts for a diffuse only engine
Really its just a matter of where you want to put the work. With textures this size, you can get away with some pretty simple sculpts. So you can spend a day tweaking every pixel and painting in all your lighting(and it will still be "wrong") or you could spend a day actually modeling your forms, then just bake all that down, and have a very flexible solution if you want to change your lighting as well, not to mention a very consistant way to produce assets with the same lighting, and style. Not that i'm saying either way is better, but making some simple sculpts has a lot of positive to it.
Like others have said very crisp textures, and very consistent. Really nicely done.
It's funny, I am actually working on a character (diffuse only) where I am following the exact same workflow as you did here. (btw, this is my first attempt at trying a character with this particular workflow.)
I'm not the greatest when it comes to painting in lighting, and I can sculpt pretty decent; so it seemed like a good solution to follow this workflow for me.
Anyways, I was wondering if anyone else would make high poly models for diffuse only characters and I guess I found my answer right here.
Again, great work; and if I can get the kind of quality you have here by following this workflow I will be very pleased indeed.
I really like how this looks, but when I try the game it shows the loading screen, and the music plays, but then the page just goes black and nothing shows up
I was able to get to the tutorial level, it told me it was my turn, but none of my players were on screen, there was a bartender guy, but it couldnt do anything, then when i went back to the tavern, it said all my players were dead lol.
Loving the art though dude, fantastic work, very consistent and a very cool style.
I was able to get to the tutorial level, it told me it was my turn, but none of my players were on screen, there was a bartender guy, but it couldnt do anything, then when i went back to the tavern, it said all my players were dead lol.
Loving the art though dude, fantastic work, very consistent and a very cool style.
Had the same problem. Is this game made for a certain browser?
That is quite a bounty of work you have here! Models are looking very nice and low and your textures are great! Think i'll go check out the website now!
hobodactyl, Indecom, AimBiZ - > hm, the problems with game are definitely non-permament. Probably is something wrong on server side, that will be fixed, when we at the end of beta stage. Game should works on all browsers..
Replies
-woog
edit: ninjas, I was thinking that at first, but I think it's produced a real consistency in art style that looks different than I reckon a hand painted approach would look. I likes it
Congrats to a job well done. I'll check out this game now.
About hipoly:
It's not too overkilled me, one day for a sculpt it's not too much.
And rooster, it's a good point 'bout style, I feel same myself.
Other thing is a fact, that I'm really not very good handypainter, haha!
AimBiZ - I like skeletons much, that's a last model:)
i´m very curious how this game will run
will there be a free demo access maybe?! or is it free?.. i´m not sure while reading the webpage
I was considering doing Zbrush stuff for baking down to diffuse-only too, did you have the same "baking scene" set up for all the characters so the lighting was all the same? Also, did you polypaint the highpoly sculpts and bake it all down, or did you do a lot of the colouring/texturing in Photoshop?
The game is already running, fully free. Will are just working to add some more playable content, more quests etc. You need to register an account and then you will able to play.
And thx!
g0th-> thx too!
MoP -> Thank you! Here my workflow for the models:
-making a high
-making a low:)
-puttin both to max, bake occusion with little stronger spread (than usual bake for diffuse used for normal mapped model). Stronger spread give to me more ways to mix layers in photoshop, for exaple a colored occlusion for faces
-baking a shading from grey colored hipoly model, lighted with 4 lights putted around the model. That simply give me simulation of light on the flatshaded model.
-all baked stuff mixed in photoshop with some coloring:) So, all the texturing is done on the lowpoly model.
Yes, that a good point 'bout tiling, thanks!
PS: oh, and sorry for my probably strange grammar in my posts:p
Really its just a matter of where you want to put the work. With textures this size, you can get away with some pretty simple sculpts. So you can spend a day tweaking every pixel and painting in all your lighting(and it will still be "wrong") or you could spend a day actually modeling your forms, then just bake all that down, and have a very flexible solution if you want to change your lighting as well, not to mention a very consistant way to produce assets with the same lighting, and style. Not that i'm saying either way is better, but making some simple sculpts has a lot of positive to it.
Like others have said very crisp textures, and very consistent. Really nicely done.
It's funny, I am actually working on a character (diffuse only) where I am following the exact same workflow as you did here. (btw, this is my first attempt at trying a character with this particular workflow.)
I'm not the greatest when it comes to painting in lighting, and I can sculpt pretty decent; so it seemed like a good solution to follow this workflow for me.
Anyways, I was wondering if anyone else would make high poly models for diffuse only characters and I guess I found my answer right here.
Again, great work; and if I can get the kind of quality you have here by following this workflow I will be very pleased indeed.
BradMyers82 -> So good luck! It's pretty easy to use this technique, show some to us when you done it, ok?
Lord Ned -> Yea, my fault:) Thx!
Happy Holidays and Marry Christmas everyone!
Loving the art though dude, fantastic work, very consistent and a very cool style.
Spark
The environments are great.
Thx for commenting, I appreciate!
Cheers!
Congratulations, your style is very beaultiful, and your models is very very lowpoly