yeah those bricks are killing it with too much detail, i like them though but maybe try limiting them to less of screen space maybe by limiting the height on the walls
i like the brick pattern, its funky - but it is a bit much for the overall scene. Reminds me of some wierd 70s wall hangings/deco, that and my grandma's house. Maybe single it out as a deco accent piece in areas, and have a more subdued brick/wall ala the floor&seating?
Some sweet stuff, hawken. I too will have to agree about the bricks sitting a little awkwardly in the scene. They seem very busy compared to everything else, considering a lot of your elements have simple lines and low contrast colours.
I really like the mask design of your character, I've been following its progress in the low poly thread.
Keep at it, dude.
I like the bricks, they kinda smash you in the face with sheer intensity Hold off on changing it for now, I'd say. I think some kind of lighting (or just a second "shaded" version of the texture) is needed on the walls though, making some angle a bit bluer or something like you do under the sofas and on the steps. Keep at it!
Yeah, you want to avoid using extreme blacks or whites in your textures. The change you made to that wall texture really improved the way the scene looks. I think that texturing the pillars differently was also a good choice. Environments like this one benefit from using a milder color pallet than the main character. It helps the character to stand out from the background. It's coming along nicely.
Maybe I should explain a little: here is one player model that I have separated into certain parts, most notably: head, torso, hands, legs and feet. The head has the most amount of customisability with some 6 variations of each feature (hair, eyebrows, eyes, ears, nose, mouth etc) which can be chopped and changed based on the users wishes. The torsos and legs have 3 basic sets each to accommodate most textures like t-shirts and suits and so on. Also, each texture set comes in 3 different ethnicity's.
fully rigged now, then each part is separately exported.
I wish I could add something constructive, but all I can say is that every time I check this thread out it brings a smile to my face Excellent low poly and texture work. Keep on rocking!
But for saying right I'm little disapointed with the flat color on the background...
some little gradiant on some part could help to had some cool effect?
But anyway, everybody here seems to really like it!
and my opinion is near my personnal taste ^_^!
But really funny, it's fresh and good spirit! I like it !!
Man, I'm loving the style of this, it's really refreshing to see! The only real crit I can give is it looks like your character's arms reach to their knees instead of mid-thigh.
this is interesting. I like the colors you used to texture the character. That having been said, the room looks like poo BECAUSE you don't have a unified color scheme. -Use the color theory, Luke.-
It would also help if you went back in and painted some TEXTURE in, just to add some variation to the surfaces, and maybe AO layer.
Also, the pillars are not working. The red at the base just looks out of place and makes it seem like its in a parking garage. Don't mean to sound harsh, but I know you could make this look so much better with just a couple hours of work.
Thanks for the feedback, you are right.
It's just placeholder junk, I get very little time to crank this stuff out. Once the player characters are done I'll be focusing on the rooms again. The rooms are user generated with an in-game editor, so it'll be interesting textures for the most part. No AO sorry! This is for handheld, not pc or console.
some very rudimentary stuff working on the device but nothing to show. Mostly backend stuff. I hope to change that at some point once we have our file parser code in.
Replies
Is this going towards a game? animation?
cant wait to see more!
That Column/Wall tile is a bit too contrasty for my tastes though
could you tell us a little bit more about this project (iPhone?)
it looks like an adventure game
Vj
I really like the mask design of your character, I've been following its progress in the low poly thread.
Keep at it, dude.
-caseyjones
Todays Progress:
Maybe I should explain a little: here is one player model that I have separated into certain parts, most notably: head, torso, hands, legs and feet. The head has the most amount of customisability with some 6 variations of each feature (hair, eyebrows, eyes, ears, nose, mouth etc) which can be chopped and changed based on the users wishes. The torsos and legs have 3 basic sets each to accommodate most textures like t-shirts and suits and so on. Also, each texture set comes in 3 different ethnicity's.
fully rigged now, then each part is separately exported.
Really damn slick, Hawken.
I really like the funny design!!
But for saying right I'm little disapointed with the flat color on the background...
some little gradiant on some part could help to had some cool effect?
But anyway, everybody here seems to really like it!
and my opinion is near my personnal taste ^_^!
But really funny, it's fresh and good spirit! I like it !!
I think it's Golden Holliday in Japan haha isn't it Hawken?
loving that fro pik hahaha
It would also help if you went back in and painted some TEXTURE in, just to add some variation to the surfaces, and maybe AO layer.
Also, the pillars are not working. The red at the base just looks out of place and makes it seem like its in a parking garage. Don't mean to sound harsh, but I know you could make this look so much better with just a couple hours of work.
It's just placeholder junk, I get very little time to crank this stuff out. Once the player characters are done I'll be focusing on the rooms again. The rooms are user generated with an in-game editor, so it'll be interesting textures for the most part. No AO sorry! This is for handheld, not pc or console.
[ame]http://www.youtube.com/watch?v=uq2giJ8eqt8[/ame]
I'm looking forward to the next update. Nice Beatles heads:) 09.09.09!
impressive
B