These are awesome! I really wasn't feeling the original models/style when this was first started, but it's evolved into something pretty cool! Def keep down this track man.
Also, that multi-armed ninja attack looks great! Are you doing the animations? If so, good job!
*Edit:
Turns out I already commented on how great these were coming along (like the previous page:poly142:) Still awesome!!
The animations could be better, some of the animations don't seem to end properly and lose their weight at the end for example at the end of the first character's attack the sword just floats around slowly and the beginning of the Gil's attack anticipation for the heavier attack is a bit too slow in terms of motion, I also saw some weird case of feet sliding on Van during the heavy attack.
The attack animations hang at the end because it looked strange, otherwise. They needed recovery time after the attacks, but when they stopped abruptly, as you usually would, they had nothing to do during the cooldown period.
As for the sliding feet, it seems I was under the misaimed assumption that you could slide both of your feet at the same time. Of course, when I actually tried doing that, I found you could only do one, so I'll fix that.
Redoing the first overworld area. I've actually mapped it out this time, so I have a concrete idea of what goes where:
Agreed; that's awesome! I've messed with the lights to give the shadows more contrast, and applied your changes to the skybox, but I can't do AO or shadows without Unity Pro. And does anyone know if Unity can even render trees like that? I can't seem to change the shader the leaves use.
In addition to that, I'd added the mountain thingies and more trees, as well as getting annoyed that billboard trees render behind anything transparent, like clouds:
Perhaps, but I think that would require some programmed shader magic. One thing I could do as a last-ditch effort is use projectors to make fake shadows, but the efficiency is doubtful.
It may not be necessary, though; I do plan on jumping the bandwagon and throwing up a Kickstarter once I have substantial progress in order to fund an upgrade, among other things.
nice work!
but you should add lightmapps with AO. Do you use Maya? Turtle would be perfect in terms of speed to bake it!
But i guess baking should not generally take too long if u dont bake with GI.
Bake the lighting to a second UV and use the buildin Unity Lightmap shader.
You may want to offset the tiling on some of those steps, IMO. I think it might look nicer without the three unintentional stripes leading up the whole way.
Also, have you thought about defining color palettes or anything? The reason I ask is because while the world is really vibrant - and that's awesome - I think having a palette in mind might make for a more polished look. There are often colors in your scenes that don't seem to mesh very well with the others, or are very, very similar. Some hue variation in your textures might be a nice addition, too.
Not a fan of Anime (At all, no offense to anyone, just strongly dislike the style personally), but this is definitely awesome. You have definitely brought character to all of the work you have made so far! For a single person developing this... Quite amazing the progress that has been made, especially as something as original as this Awesome work! And I cant wait to see where this goes!
Just dropping by to say that I admire very much all the time and effort you are putting on this project. I know is not easy to do this, and you're doing beautifuly. The quality is awesome, and always getting higher. Congrats for your dedication, focus and self motivation. This project shows everybody you are a great professional indeed.
Hi Marshal Banana!
I just registred (which I planned anyway) so I could tell you how much I adore this project! Keep going, I'd love to see more of your concepts coming to live!
Feynce: O_O Really now? I find this incredulously pleasing!
Grorom: Those are feathers, actually. I see what you're saying, though.
Finished a character:
She exterminates these things called Fells; cursed spirits that are formed from grudges and general negative emotions. you could probably think of them like a combination of Poes and Hollows.
When they're weakened enough, she uses these exorcism seals to force their essence out of whatever they were inhabiting, and then summons Wayfarers with her staff to guide said essence to the afterlife
Yeah the characters are incredible! I think you should spend more time getting softer shadows, softer transitions between world materials, and lighting to really bring your environments to the high standards you have set with your characters. I feel your greens in your environment are just tooooo pure. They are intense and I think draw away a lot of the contrasts and softer colors used. Also, I think you have a little too much black used in your environment textures. In real world aspects, there is no "true black", its simply just a darker shade of the material color.
Not to be picky, but maybe down the line, some softer world material transitions could really help with the friendly feeling of the world.
Awesome work so far man! Like I said before, please keep it coming!
Wow, I think those character look stunning! I love how you did the eyes! And the noses!
I'd love to see some wires and flats!
And I think you still could improve your enviroments. I think the leaves are a little detailed (since the characters don't have much details painted on the cloth) and you could bring some color variation into them (you now... same mesh, same texture but slightly different colors used on the textures.. maybe due to hue and saturation or something). Right now the leaves feel a bit noisy to me.
Keep on the great work! I'll be coming back to give you more feedback!
These are looking great. I really love the style on your characters.
That was a fun little zelda nod in the end of your video.
I feel your trees need a little more size variation. Scaling them by small amounts should help break up the repetition a bit without distorting the mesh/textures too much. You could also get more color variation by using duplicated materials and adjusting the colors to tint the textures a little bit.
Replies
Gil's been updated, again:
Redid the texture on the Grell:
The horrid original version is somewhere on page 2.
Love all the progress. The characters came a long way from the first post.
Where are you working at currently?
My bedroom.
Some semblance of gameplay! Finally!
[ame="http://www.youtube.com/watch?v=wE54xe-InL0"]Key of Ethios - Gameplay Progress 9/28/12 - YouTube[/ame]
Also, that multi-armed ninja attack looks great! Are you doing the animations? If so, good job!
*Edit:
Turns out I already commented on how great these were coming along (like the previous page:poly142:) Still awesome!!
The attack animations hang at the end because it looked strange, otherwise. They needed recovery time after the attacks, but when they stopped abruptly, as you usually would, they had nothing to do during the cooldown period.
As for the sliding feet, it seems I was under the misaimed assumption that you could slide both of your feet at the same time. Of course, when I actually tried doing that, I found you could only do one, so I'll fix that.
Redoing the first overworld area. I've actually mapped it out this time, so I have a concrete idea of what goes where:
In addition to that, I'd added the mountain thingies and more trees, as well as getting annoyed that billboard trees render behind anything transparent, like clouds:
It may not be necessary, though; I do plan on jumping the bandwagon and throwing up a Kickstarter once I have substantial progress in order to fund an upgrade, among other things.
Also:
http://forum.unity3d.com/threads/35049-how-many-UV-channel-unity-support
Also, animals:
Messing with the textures, trying to go more painterly. The water's probably too colorful:
Also messing with the path:
but you should add lightmapps with AO. Do you use Maya? Turtle would be perfect in terms of speed to bake it!
But i guess baking should not generally take too long if u dont bake with GI.
Bake the lighting to a second UV and use the buildin Unity Lightmap shader.
Also, have you thought about defining color palettes or anything? The reason I ask is because while the world is really vibrant - and that's awesome - I think having a palette in mind might make for a more polished look. There are often colors in your scenes that don't seem to mesh very well with the others, or are very, very similar. Some hue variation in your textures might be a nice addition, too.
I've begun work on Highmill:
It's kind of like Toxic's Elmore Ridge, but with the stacked clusters of houses inside of three huge towers with multiple levels.
He's finished:
Lots more to do, including those pillars of stacked buildings and floaty chunks of ground with more buildings and things.
Keep it up the good work, brother.
Spent a long while adding plants everywhere, and mountains.
I just registred (which I planned anyway) so I could tell you how much I adore this project! Keep going, I'd love to see more of your concepts coming to live!
Grorom: Those are feathers, actually. I see what you're saying, though.
Finished a character:
She exterminates these things called Fells; cursed spirits that are formed from grudges and general negative emotions. you could probably think of them like a combination of Poes and Hollows.
When they're weakened enough, she uses these exorcism seals to force their essence out of whatever they were inhabiting, and then summons Wayfarers with her staff to guide said essence to the afterlife
T.
Some more character presentations:
Not to be picky, but maybe down the line, some softer world material transitions could really help with the friendly feeling of the world.
Awesome work so far man! Like I said before, please keep it coming!
I'd love to see some wires and flats!
And I think you still could improve your enviroments. I think the leaves are a little detailed (since the characters don't have much details painted on the cloth) and you could bring some color variation into them (you now... same mesh, same texture but slightly different colors used on the textures.. maybe due to hue and saturation or something). Right now the leaves feel a bit noisy to me.
Keep on the great work! I'll be coming back to give you more feedback!
Also, what do you mean by material transitions?
I tried again with the leaves, using the trees from Skyward Sword as reference, as well as a few color changes to the sky and stuff:
I'd also done some work with the music mechanic:
[ame="http://www.youtube.com/watch?v=vFEXfy3VxEA"]Illya Music Test - YouTube[/ame]
That was a fun little zelda nod in the end of your video.
I feel your trees need a little more size variation. Scaling them by small amounts should help break up the repetition a bit without distorting the mesh/textures too much. You could also get more color variation by using duplicated materials and adjusting the colors to tint the textures a little bit.
Started working on the first level. Got some new trees in there that need a bit of work.