Hi Guys !
Since I'm new here, I would like to welcome everyone and apologize for my awful English.
Anyway, on topic ... With three other friends I'm creating an RTS game.This is my first "real" project and I'm very ummm well, excited. So far I've made only few props, units and concept arts :
I usually can't get excited about rts projects that get posted, but this one actually has a clear vision and a nice art style. Looking forward to seeing how it progresses.
Seconded. This is looking quite nice (the first guy's arms look a mite short, though). I'm really liking those props; they have a nice style to them, and it'll be cool to see the rest of the concepts modeled as well.
Oh also, I just wanted to say; while the painted props look lovely, I also really love the initial texture stage with just the "pencil" work. Could make for a really striking art style.
looks mighty fine. I just think you could push the textures a little bit more. You got this worn edge look going on everywhere. You might want to tone that down just a little bit and introduce some other highlights.
i was wondering, how did you do the coloring in mudbox on the environment pieces if mudbox doesnt have smudge. At least i cant find the smudge, or any mention of it anywhere. Did you color and smudge in ps or something? Or just do the sketching in mudbox?
good start! i see some WoW influence style-wise on the props, which is cool. just the characters could go a bit stronger into this direction too. at the moment the textures are very clean and soft.
what i experienced in making bird eye view characters - feet and hands are very important for a good readability. sometimes it can be hard to see what the character is doing animation-wise. if you keep the hands and feet clean, big enough and the viewer can see them from the distance, the animation can be read much better. it is more important what the hands are doing than the arm (e.g. Rayman's animations are working fine without limbs). maybe it helps you!?
another thing are the values. why do the boots, trousers and the shaft of the tool have all the same value? same for the warrior. all grey parts are similar. you can achieve a better readability with some value contrast. use the values for making clear and interesting shapes. it is important that the viewer can recognize head, chest, arms, legs otherwise he has to guess what is going on.
Looking very nice. i also appreciated the progress shots. if i was to lend a crit, I think it would be to slight desaturate the colors, but perhaps thats the only way to make them standout in an RTS.
Awesome work. The style reminds me of WoW too, which is cool. The concept art is really nice and I always like seeing 'the making of..' so the progress shots were nice to see. Keep up the good work man!
Awsome! People may say it reminds them of other games, but personally, i think for an RTS, that is damn original, and i love it! I will definitely be keeping an eye on this one
i am sorry to say that but making an rts as first project with elements of the superior professional rts-games like war3 and so on this has to fail. even more if you dont rely on an existing engine.
just pathfinding and simple ai ..even group selection can be tasks which take you months (after you have graphics and interaction set up). compared to rts-game-mechanics any fps is a joke.
my suggestions:
- do something very very simple... like tower defense with some resource collection.
- concept the rough gameplay before you begin to develop. a simplyfied designdocument helps seeing problems beforehand.
- use existing engines with web plugin (unity or panda3d) so you have graphics easily set up and your final game reach more potential players.
@Drelectro: If it was a solo project that he was doing, I would've sided with you. But since this isnt the case. I am pretty sure they will figure this out.
Besides unless you arent working in some known CG studio where you will get the least credit on your first job. The first group project is always on OK-to-Fail level.
@OT: I'd suggest you to try the Ogre3d but thats completely open source, but it has some good rts / action rpg games derived through it.
Replies
Great concept art btw.
@LoTekK
Thanks, I will fix that before i start rigging those models
Achillesian
Yes, I was using Mudbox :P
It looks very nice though!
Sorry for lack of updates, but i had some problems with my computer. I also had to change those models a bit :
Anyway, here's the new version :
Vitor
Thanks
good start! i see some WoW influence style-wise on the props, which is cool. just the characters could go a bit stronger into this direction too. at the moment the textures are very clean and soft.
what i experienced in making bird eye view characters - feet and hands are very important for a good readability. sometimes it can be hard to see what the character is doing animation-wise. if you keep the hands and feet clean, big enough and the viewer can see them from the distance, the animation can be read much better. it is more important what the hands are doing than the arm (e.g. Rayman's animations are working fine without limbs). maybe it helps you!?
another thing are the values. why do the boots, trousers and the shaft of the tool have all the same value? same for the warrior. all grey parts are similar. you can achieve a better readability with some value contrast. use the values for making clear and interesting shapes. it is important that the viewer can recognize head, chest, arms, legs otherwise he has to guess what is going on.
good luck for your project and have a good time!
i am inspired
For some reason I want to click on the lumberjack 3-6 times.
tell us something more about your game.. setting, mechanics, core gameplay.
Cześć :P
This is great ! I will make his hand bigger, I will also play with the values.
Thanks .
EDIT:Scaling his hands and feet worked like a charm . Changing values on the armor not so well. I will have to repaint it when i get my tablet back.
@Catstyle, Mathes & A-N-P
Thanks !
@ZacD
It will be a 'real' game .
@Katana
Thanks, I'll try that.
@Drelectro
I can only say that we're taking some gameplay elements from games like Warcraft 3, Dawn of War 2 and Heroes 3 and putting them in to one game.
@JonathanF
Right now only PC :P.
EDIT: Quick question though, I dont know if anyone have asked you this but, what game engine are you going to be using for this?
just pathfinding and simple ai ..even group selection can be tasks which take you months (after you have graphics and interaction set up). compared to rts-game-mechanics any fps is a joke.
my suggestions:
- do something very very simple... like tower defense with some resource collection.
- concept the rough gameplay before you begin to develop. a simplyfied designdocument helps seeing problems beforehand.
- use existing engines with web plugin (unity or panda3d) so you have graphics easily set up and your final game reach more potential players.
i hope this helps. keep up!
Besides unless you arent working in some known CG studio where you will get the least credit on your first job. The first group project is always on OK-to-Fail level.
@OT: I'd suggest you to try the Ogre3d but thats completely open source, but it has some good rts / action rpg games derived through it.
Here's new range unit :
Im digging the new set of characters