Looking good, though I do think if your going to use that new painty look you might want to have some sort of outline as well. The details/noise given off from the edges of the shadows and all can make parts of the model hard to read.
Well. I think characters moves a little bit too slow. Also i would recommend to use toon shading. Something like constant colors in 3ds max. Another thing I would suggest was remove the ink, but its removed already
It depends what kind of game you are doing. if it is a linear platformer, action game. I would suggest you first have the gameplay nailed first, have things thats supposed to be in that level, like enemies, etc.. Because, if you will have level built, and then if there is some changes in the engine/gameplay, that level may become boring. So that would limit you. Or you will have to rebuild the level or just not implement new features of gameplay. Believe me, i had burned this way. After this, blockout the the whole game. Its easy to make changes when the level is still not very complex. after this, sculpt the enviroment, this should help:
Well, if it is an open world game, i suggest using UDK terrain editor. Pretty easy to use, can achieve pretty awesome things fast.
Well, there is another problem your game has. You have awesome characters, but the enviroment is not so good. textures are bland, they need more polishing. Enviroment needs detailed props to make it look intresting and fun. I would suggest remaking the trees, to be more detailed, because now they just look bad. Mushroom thing needs new texture, more detailed one. Grass needs to be sharper[ make it look like a bunch of stripes, not like a bush], also im not a big fan of color pallete you are using.
here is a little paintover. It might not match your style. I hope it still helps.
much better on the mouth dude!
could do with being a little narrower, the rule for female mouths seems to be that the outer edge is no wider than the inside of their cornea.
not sure how well that translates to anime/manga styled characters, but certainly having them too wide makes them look creepy.
This is looking better and better with each update. The environments are coming together nicely, and I'm really enjoying the characters (I really like this most recent one in particular).
hmm better cliffs. still needs more variation in height and shape. Also, you could do some smaller rocks, it would be like a decoration . you still need more detailed textures, more props. you should do some fences and signs. . and... Drop that filter. I really dont like it, it seems its ruining everything.
I halved the strength of the filter, so it's more subtle. Got some fences in, and threw in a placeholder for a rotor that broke off of the main city. still need more detaily bits.
And the entrance to the first level area, Gran Hollow:
You should be able to recognize it from afar due to the size of the mushrooms.
i think trees needs a new texture. more sharp and not oval. still... add more details. details details details!. maybe you could add some steam/smoke particles close to the river and fog overall at night and morning
Man, all of this is looking dope! I'm really suprised at how good the last few environment shots and the last few characters/texture updates are. Hell, even your concepts are improving noticeably. Keep going man! give it a bit and you'll be ridiculously skilled.
I think I said this in one of your previous threads, but I want to reiterate, and then some:
Your progress and improvement has been an absolute joy to watch. I'm really liking this new character, especially with the expressions you've put together for her. Excellent stuff
Indeed, the others are going to get it done; It'd be a bit odd to have random characters with a different kind of head, yeah?
Finished Ellie. Again. Again. Again. Again. Last time, promise.
Got a nifty rig for the eyes. I took a page from Hazardous and separated the various pieces, and then rigged each piece so that pupil #1 moves more than pupil #2 which moves more than the iris:
So now, let's all laugh at her evolution over the past three years:
Back to working on this. Started with getting Van done. (The actual fur is done in-game, so I just drew some on.)
Originally, I was going to have him wear a pair of normal gauntlets and use fisticuffs, but that wasn't over-the-top enough. Conversely, as it's probably too subtle to notice, I'm pushing the proportions a bit more. Bigger feet and hands/forearms, thinner shins, wider thighs, thinner waists.
Hey Marshall Banana! It's come a long way since I first started watching the thread a long time ago. Not sure if I'm a fan of the new logo, something seems strange and nonuniform about the shading of the lettering, the backdrop shadow seems to be muddying everything up.
Eager to see where you're going with this and glad you're back to working on the project.
Replies
We'll see if the outlines will be necessary; the example posted was done by hand, after all.
Gil's textures have been enhanced as well:
Also, it's amazing what some mottled lighting will do for a forest scene:
Something like this, Gir?
Van's been enhanced:
And so has the environment:
Although I'm definitely going to try another method for level building. Anyone know of any resources about modeling complex terrain?
http://youtu.be/4FBCTI4MLMo
Well, if it is an open world game, i suggest using UDK terrain editor. Pretty easy to use, can achieve pretty awesome things fast.
Well, there is another problem your game has. You have awesome characters, but the enviroment is not so good. textures are bland, they need more polishing. Enviroment needs detailed props to make it look intresting and fun. I would suggest remaking the trees, to be more detailed, because now they just look bad. Mushroom thing needs new texture, more detailed one. Grass needs to be sharper[ make it look like a bunch of stripes, not like a bush], also im not a big fan of color pallete you are using.
here is a little paintover. It might not match your style. I hope it still helps.
could do with being a little narrower, the rule for female mouths seems to be that the outer edge is no wider than the inside of their cornea.
not sure how well that translates to anime/manga styled characters, but certainly having them too wide makes them look creepy.
Thanks, Gir. That'll be a good rule of thumb in the future.
Said future is here, by the way:
(Just noticed the odd rigging on the ankles. Will fix)
Windmill, windmill for the land... Turn forever hand in hand...
Need to make a lantern thing to hang in the center.
Also, multi-tiered waterfalls are fun.
(I'm gonna model some cliffs and set them over the terrain, by the way)
And the entrance to the first level area, Gran Hollow:
You should be able to recognize it from afar due to the size of the mushrooms.
[ame="http://www.youtube.com/watch?v=t5ExsmujjFc"]Key of Ethios - Day/Night Cycle - YouTube[/ame]
i think trees needs a new texture. more sharp and not oval. still... add more details. details details details!. maybe you could add some steam/smoke particles close to the river and fog overall at night and morning
Also:
(Hovering fences are all the rage)
Firstly alot of bugs going on on the trees.
Secondly, try to make the moon/sun go left to right instead of up and down!
other then that it looks pretty cool!
I've managed to escape Skyrim for the time being, so I started working on the final hero character, Illya:
I've decided to try out actually modeling the face. We'll see how that goes.
That purple line through the eye is a render error, but it looks kinda cool.
(I totally stole the technique for the ponytail from Hazardous)
Your progress and improvement has been an absolute joy to watch. I'm really liking this new character, especially with the expressions you've put together for her. Excellent stuff
This.
Indeed, the others are going to get it done; It'd be a bit odd to have random characters with a different kind of head, yeah?
Finished Ellie. Again. Again. Again. Again. Last time, promise.
Got a nifty rig for the eyes. I took a page from Hazardous and separated the various pieces, and then rigged each piece so that pupil #1 moves more than pupil #2 which moves more than the iris:
So now, let's all laugh at her evolution over the past three years:
Working on a shader:
Originally, I was going to have him wear a pair of normal gauntlets and use fisticuffs, but that wasn't over-the-top enough. Conversely, as it's probably too subtle to notice, I'm pushing the proportions a bit more. Bigger feet and hands/forearms, thinner shins, wider thighs, thinner waists.
Also, animations:
[ame="http://www.youtube.com/watch?v=qAGN0Jq3D1k"]Key of Ethios - Guard Animations - YouTube[/ame]
Aye, you're right. Odd thing, though, since the letters were modeled and rendered out with the same light source.
And then I said, "Screw 3D" and made them solid colors:
Eager to see where you're going with this and glad you're back to working on the project.
Gave the trees actual, you know, leaves rather than the billboard chunks. Also clouds:
I've gotten a weather system in place, and will post a video of that later.