Whats your target poly count?
Her legs seem kind of squareish, I can see its stylized but it seems like the top of her thighs should be a little thicker.
Her face/hair feel very incomplete, needs more detail in the texture and the hair could look a little thicker from the side.
On both of these I'm having some trouble with the pelvic area. Seems to be very boxy and robotic.
see, totally cartoony, but it has posture and a sense of anatomy. Mostly I htink if you brother the thighs together near the crotch it would look a lot better.
Hey Marshal, I've seen you posting on polycount for quite a while now - and I just wanted to say your stuff has gotten so much better
QFT. Your stuff's gotten loads better in a relatively short time. These are pretty cute, though the first thing that stood out to me is pink-haired-girl's tits. They're really small, but not in an A-cup sort of way. They're vertically really short, and extremely narrow in front-view. She could use a minor boob job, methinks.
I like the look of the most recent one, but she needs more dark. Right now she's ever-so-blindingly bright.
Interestingly enough, Titus, Dragonica is what inspired me to start this.
I'll get right on that, TekK.
Here's a mockup of the Character Select GUI. You'll be able to switch characters during gameplay. Each of the three have special abilities that allow them to traverse the levels. For example, Gil, the big guy, can do a shoulder tackle to destroy walls. Van, the ninja guy, can run up walls. And Ellie, the pink-haired girl, can ride on her shield over lava, water, and such.
Nifty. The character switching concept reminds me of Trine. I understand this texture is WIP, so I will not look for things to pointlessly blather on about, but will look forward to the update. Also, that expression is really creepy, because smiles with wide open eyes are creepy.
First thing I noticed is that all of your texture is extremely high key and high saturation. Even your brown leather is extremely bright. Now it might be a stylistic thing, but it keeps everything very hard to move your eyes around on, because it's all just so bright.
You also have some "dirt shading" going on. Mostly you've shadowed the undersides, but for example on the bare skin of the guys arms, you deeply shadowed some up facing planes, making it look like dirt, rather than shadows. Don't just darken crevices, follow your false light source in where to put shadows. You should probably also do some fake AO shading, darkening the crotches, the areas under armor, etc, so that things don't appear to be so floating.
Mainly you need to do more large scale stuff. You've focused too much on small and medium scale details. Squint your eyes, or walk across the room and look at the monitor, and see how hard it is to read the character visually. Everything from the top of the head to the tip of the toes is equally attention drawing. Use value to help organize this.
Snader: This one was started after Render's paintover.
Marlfox: He should be mysterious, cause he's a ninja. The game's called Key of Ethios. There's some info about it, as well as some crappy art, on its DA page
LOVE IT! I don't know much about the cartoon shader and what to look for and what not.. but this looks great! Only thing that kinda bugs me I guess though, is her breasts... from the front view they seem to far apart... but thats my opinion, just something that bugs me. Keep up the great work!
I think, now that I look at it even more. I would bring the inner parts of the breasts closer as this is an armor plate and I would think a females cheat plate in the breast area would come closer to each other giving her actual breasts some breathing room.
Wow, you got some cool stuff going on here! I really like your character development progress. The latest update certainly looks better. What's the total poly count so far?
One suggestion, you can try to bake the AO map from the actual object and multiply it into you texture (in Photoshop), at least it will keep the color not just flat.
Well, more thing, do not paint the nose like the one you did before, it looks like she's getting a cold with that red nose lol..let your AO map shaping the nose's under part.
does this need to be a game ready rig your referring to?
if so id do a short bone chain for the cowlick so it can bounce and be all cute, and do three chains down the bulk of the hair, one on each side and one in the middle.
The new model looks way, way better. I feel that the mix of colors you have right now is still a little odd, but the colors are more under control now. Contrast is such a powerful thing, and I'm glad to see that you've toned it down and used it for the greater good of the whole model.
For the side view of the face, I think the muzzle of the mouth area needs to be pushed forward more. It's one of the defining characteristics of cute, anime art. Check out this side view of Polka from Eternal Sonata:
In fact, you might want to check out that game for reference on textures too. I always thought they did a really nice job on the characters (although perhaps a little more detailed than what you originally intended).
Woops sorry, I think I miss the update that you post on 05-13-2010, 10:24 AM, last time I saw there was only the wireframe pic (it might be my internet problem though), didn't saw the first pic with AO..heheh, I comment the AO thingy actually for your post at 05-12-2010, 09:40 AM, which is still looks flat, but now looks good.
As for the side view, I think her face is still looks flat. I show you what I mean on the this pic..
As you can see try to avoid to have the line 1 and line 2 to align to each other, cus this will make your character's face looks...I don't know, something wrong?..heheh :poly132:
Hope this will give you some idea!
EDIT
I forgot to include your original pic on this edited one, but I guess you can see the different what I'm trying to say between the one that I edit and you currently have. Good luck~!
Trying a new style of texturing wherein i use a paintbrush brush and make hard edges. I'm rather proud of it so far.
WIP
I like this design style many thousands of percent better than the other wip shots you have posted. The outline style is very tired now, but the above still feels fresh to me.
Can I suggest moving her eyes out to the edge a little, same with the tits. they seem too close together for this style.
I agree with Hawken, the proportions and the stance is much better now. I really like the texturing you've got going here. I would maybe make the feet a tad longer. Great work!
Replies
Her legs seem kind of squareish, I can see its stylized but it seems like the top of her thighs should be a little thicker.
Her face/hair feel very incomplete, needs more detail in the texture and the hair could look a little thicker from the side.
other then that, I like the design!
The wires, too.
Doing some expressions
I think you might be able to unify the colors a bit more. Toss some purple in the armor, less yellow in the flesh and leather.
A very subtle shift but I think steps like that help tie all the elements together.
She's one of the main characters. Here's another of 'em
Nice work otherwise.
see, totally cartoony, but it has posture and a sense of anatomy. Mostly I htink if you brother the thighs together near the crotch it would look a lot better.
-or does it not matter if its not being sculpted and just being triangulated from this point?
What do you mean by that, Werez?
Here's the last of the hero characters
Really great progress and I look forward to seeing more of your stuff
Here's another. She's the progenitor of the story's events
Good luck.
QFT. Your stuff's gotten loads better in a relatively short time. These are pretty cute, though the first thing that stood out to me is pink-haired-girl's tits. They're really small, but not in an A-cup sort of way. They're vertically really short, and extremely narrow in front-view. She could use a minor boob job, methinks.
I like the look of the most recent one, but she needs more dark. Right now she's ever-so-blindingly bright.
Oh, looove the expressions sheet.
Interestingly enough, Titus, Dragonica is what inspired me to start this.
I'll get right on that, TekK.
Here's a mockup of the Character Select GUI. You'll be able to switch characters during gameplay. Each of the three have special abilities that allow them to traverse the levels. For example, Gil, the big guy, can do a shoulder tackle to destroy walls. Van, the ninja guy, can run up walls. And Ellie, the pink-haired girl, can ride on her shield over lava, water, and such.
(Sorry for the crappy image quality)
QFT. Keep at it man..your work keeps getting tighter
By all means, Vrav, blather away. The parts that I've worked on are finished, unless anybody has anything to say.
Also, the completed characters will be presented as such, cept posed:
You also have some "dirt shading" going on. Mostly you've shadowed the undersides, but for example on the bare skin of the guys arms, you deeply shadowed some up facing planes, making it look like dirt, rather than shadows. Don't just darken crevices, follow your false light source in where to put shadows. You should probably also do some fake AO shading, darkening the crotches, the areas under armor, etc, so that things don't appear to be so floating.
Mainly you need to do more large scale stuff. You've focused too much on small and medium scale details. Squint your eyes, or walk across the room and look at the monitor, and see how hard it is to read the character visually. Everything from the top of the head to the tip of the toes is equally attention drawing. Use value to help organize this.
Anyway, her face looks terrible from the side and I dunno how to fix it. Ideas?
Just a note: For the face, I have some alpha'd planes (the red bits): two for the eyes, and one for the mouth. This is for all those expressions.
WIP
Is this the same topology or a completely new start?
love the new simple medium scale shapes your using, the softer tones for the body really halp focus on the head and eyes
Snader: This one was started after Render's paintover.
Marlfox: He should be mysterious, cause he's a ninja. The game's called Key of Ethios. There's some info about it, as well as some crappy art, on its DA page
Anyway, more progress:
(Don't mind that n-gon on the belt)
Sword
Also, quick rigging question: The hair, as you can see, is made up of several objects. How do you think I should rig it for maximum dynamic... ness?
One suggestion, you can try to bake the AO map from the actual object and multiply it into you texture (in Photoshop), at least it will keep the color not just flat.
Well, more thing, do not paint the nose like the one you did before, it looks like she's getting a cold with that red nose lol..let your AO map shaping the nose's under part.
_Revel
if so id do a short bone chain for the cowlick so it can bounce and be all cute, and do three chains down the bulk of the hair, one on each side and one in the middle.
For the side view of the face, I think the muzzle of the mouth area needs to be pushed forward more. It's one of the defining characteristics of cute, anime art. Check out this side view of Polka from Eternal Sonata:
http://ps3media.ign.com/ps3/image/article/889/889975/eternal-sonata-20080715031324172_640w.jpg
In fact, you might want to check out that game for reference on textures too. I always thought they did a really nice job on the characters (although perhaps a little more detailed than what you originally intended).
Revel - She's about 2,200 polies. Also, I have AO map. Should I have one?
Woogity - Gotcha
Haikai - Ah, Eternal Sonata. Been planning to get that. Anyway, I fixed her face as per your suggestion. Is the chin too strong, you think?
First shield done:
How's the wood? The mirroring on it shouldn't be much of a problem, since her arm goes in the center.
As for the side view, I think her face is still looks flat. I show you what I mean on the this pic..
As you can see try to avoid to have the line 1 and line 2 to align to each other, cus this will make your character's face looks...I don't know, something wrong?..heheh :poly132:
Hope this will give you some idea!
EDIT
I forgot to include your original pic on this edited one, but I guess you can see the different what I'm trying to say between the one that I edit and you currently have. Good luck~!
_Revel
I like this design style many thousands of percent better than the other wip shots you have posted. The outline style is very tired now, but the above still feels fresh to me.
Can I suggest moving her eyes out to the edge a little, same with the tits. they seem too close together for this style.
Like your avatar too :poly121: