digitaldavinci thank you!
the abrupt ending was fixed later on ( another shot takes over the fall )..there is about 30 more seconds added to the animation that i will upload soon
Jean-Pierre Jeunet is on my to-watch-list, i have seen just Amelie long time ago and loved it...tonight; the city of lost children : ))
The in game udk level is looking fun and awesome defiantly but wow that cinematic film is a great way to represent your game =D cant wait to see some more!
here's a modest update. i have a looot of work to do so i just draw concepts to relax..
im trying to come up with monsters and im still playing around with basic ideas
this one is not even a monster but it goes well with the style of the main character so i'll keep it..
this guy could be a nice base for a few interesting variations like soldiers/snipers/heavy guns etc.. however, its not what i originally planned for this game but i'll see where this takes me... the only way to kill it is to land on it from a very high altitude thus cracking the helmet...shellmet? :S
EDIT: damnit, there's a pokemon named Shelmet already : ))
I really dig this project, it reminds me of the whacky platformers on the n64/ps1 (Like tonic trouble!) but with current gen graphics. Can't wait to see more, those concepts look rad
tnx daphz, your works are maaaad!!
i didnt play much whacky games back then but now i really like to rest from the usual sci-fi/fantasy stuff that i do for a living..
DO WANT.
This project is so bright and colorful, and yet it makes me feel so uneasy. Glad to see you're still at it! I'm loving the character designs for the new guys.
Oh my gosh, those tip toes and the movements he makes are too much. I love them, especially with the elegant music! I can't help but to be drawn to the bright colors as well. I would definitely be a buyer when it's finished
hi,
i did this tile according to a concept i made but unfortunately even with 2k textures the result it UDK is unsatisfying...i've found a more generic and faster ( but still ok ) approach later on..
still, i won't abandon in completely because i made 2 more of these..maybe i'll use it in some other project...
the diff texture is quite basic for now...
Ha! awesome work man! Super creepy. I love the part where the little guy shoots the other other one and the music stops.
If I had a critique it would be that I'd love to see more secondary animation on that huge mass of skin hanging from his chin, and as whats_true was saying the camera shaking was a bit distracting.
One last thing I wanted to point out if nobody has mentioned this yet, The kart racing game in Wreck-It-Ralph was also called Sugar Rush, just thought you should be aware if you weren't already.
tnx mate!
yep, the walls had just one color at first but it looked too ordinary..i even tried scrolling the colors around in the shader but that was too much: D
So each of these build facades are each their own texture? No modularity in things?
hi Jeff, it's all modular, the shader has a few world-projected textures ( and a lot of small tweaks like rain stains ) making the tiles different in color. i don't have much control over it and i was worried about the shader's complexity but its working well so far.
This is one of the most original and horrifying things I have seen on Polycount ever...and I LOVE IT. Keep up the good work! Can't wait to see the next update!
I can't decide if the character is funny or scary. I was freaking out when I first saw him in the video, until his little umbrella opened up and he started walking. Haven't made it through the other pages yet, but the doorway on this page is great!
I also agree on the chin jiggle. That would definitely add to the strange mix of creepy/funny
I was mesmerized while watching that, how the hell did you do that :O Such a fresh, unique idea, really great stuff.
Can I ask to see your material setup in UDK for the character? I've never been able to get character work to not look 'wet' with enough specular control, or just dodgy in general. Keep up the great work!
@Torch thanks! i had the same problem..the character shader isn't much without the help of the lighting in the scene. once i calculated the lighting, every shader looked much nicer because it was lit from all directions and different colors. especially the character because it looks crappy in the material preview window. there is one thing i like to do to make the normals pop out better; i make a darker and lighter version of the diffuse map ( using nodes ) and i interpolate them using the fresnel mask. this works fine for skin shading because you have some extra control unlike simply adding the fresnel to diffuse. interpolating diffuse with a certain color using the fresnel as a mask works great for cloth tho...
of course, a good spec map helps a lot and it's mostly a matter of getting it right by fine tuning it's levels in the editor..straight out of photoshop never worked for me : ))
Replies
digitaldavinci thank you!
the abrupt ending was fixed later on ( another shot takes over the fall )..there is about 30 more seconds added to the animation that i will upload soon
Jean-Pierre Jeunet is on my to-watch-list, i have seen just Amelie long time ago and loved it...tonight; the city of lost children : ))
here's a modest update. i have a looot of work to do so i just draw concepts to relax..
im trying to come up with monsters and im still playing around with basic ideas
this one is not even a monster but it goes well with the style of the main character so i'll keep it..
this guy could be a nice base for a few interesting variations like soldiers/snipers/heavy guns etc.. however, its not what i originally planned for this game but i'll see where this takes me... the only way to kill it is to land on it from a very high altitude thus cracking the helmet...shellmet? :S
EDIT: damnit, there's a pokemon named Shelmet already : ))
i didnt play much whacky games back then but now i really like to rest from the usual sci-fi/fantasy stuff that i do for a living..
This project is so bright and colorful, and yet it makes me feel so uneasy. Glad to see you're still at it! I'm loving the character designs for the new guys.
killnpc thanks for the imaginary flamingo, it's just as i imagined it : ))
i did this tile according to a concept i made but unfortunately even with 2k textures the result it UDK is unsatisfying...i've found a more generic and faster ( but still ok ) approach later on..
still, i won't abandon in completely because i made 2 more of these..maybe i'll use it in some other project...
the diff texture is quite basic for now...
yeah...ue4 is still just a dream so i guess i will continue doing assets for good old udk
MisterSande; i work in a small studio in Croatia called Dreamatrix, our rpg is aaaalmost out : ))
love that sugar-nervous feel !
If I had a critique it would be that I'd love to see more secondary animation on that huge mass of skin hanging from his chin, and as whats_true was saying the camera shaking was a bit distracting.
One last thing I wanted to point out if nobody has mentioned this yet, The kart racing game in Wreck-It-Ralph was also called Sugar Rush, just thought you should be aware if you weren't already.
Looking forward to seeing updates!
haha, a friend told me just that the other day! i hope its not a big deal, i really like that name
the chin mass jiggle would be nice too, i'll give it a go.
and i promise i will never be so lazy again and animate the cam properly! : ))
i guess there's no point in waiting for ue4 based udk, so more stuff coming as soon as i get some free time : )
But then when the thing started to move it just became... well... FABULOUS !!!
I LOVE IT MATE!
yep, the walls had just one color at first but it looked too ordinary..i even tried scrolling the colors around in the shader but that was too much: D
Love your work, I'm really glad to see those updates on sugar rush.
Waiting forward to seeing more of it
The intro animation too, so great. subscribed!
hi Jeff, it's all modular, the shader has a few world-projected textures ( and a lot of small tweaks like rain stains ) making the tiles different in color. i don't have much control over it and i was worried about the shader's complexity but its working well so far.
I was expecting Sugar Rush from Wreck It Ralph when I clicked on it, man that thing above sure is creepy looking wonderfully done however
tnx man, yeah Ralph wrecked my working title! i guess i have to come up with a new one still haven't seen it tho, maybe its not a big deal..
I also agree on the chin jiggle. That would definitely add to the strange mix of creepy/funny
Can I ask to see your material setup in UDK for the character? I've never been able to get character work to not look 'wet' with enough specular control, or just dodgy in general. Keep up the great work!
That is so original, amazing stuff!
@Torch thanks! i had the same problem..the character shader isn't much without the help of the lighting in the scene. once i calculated the lighting, every shader looked much nicer because it was lit from all directions and different colors. especially the character because it looks crappy in the material preview window. there is one thing i like to do to make the normals pop out better; i make a darker and lighter version of the diffuse map ( using nodes ) and i interpolate them using the fresnel mask. this works fine for skin shading because you have some extra control unlike simply adding the fresnel to diffuse. interpolating diffuse with a certain color using the fresnel as a mask works great for cloth tho...
of course, a good spec map helps a lot and it's mostly a matter of getting it right by fine tuning it's levels in the editor..straight out of photoshop never worked for me : ))