Cool, it has popped a bit more now. As for the wrinkles don't worry it's all a matter of visual direction, I thought you wanted a flatter look but this works just as well. Overall I personally think it's still a bit pale and unsaturated but again, it could fit depending on the visual direction you're following. Either way congratulations, it's improved a lot.
Nibbles is looking pretty sweet now.
The only thing I would nitpick is the teeth. You basically used that many tris to make them on an alpha plane, and they are only triangles anyway.
So just make them out of tris, save the alpha (expensive). It would also bake a bit more tooth detail in the ao that way. (right now you can see a very straight poly created line across her head (would you see that in game, probable not but...).
I like the toes pointed in when she is a girl and pointed out when she's a monster, it is a very minor detail but gives a really strong passive/aggressive vibe.
Details like that take 10% effort and give 100% gain imo. (don't know if you planned that or not but it works)
Interesting but lacks high frequency details, and your texture resolution could support it easily. If it's supposed to be this blurry texture size could be squished to a 128 with little loss of detail.
if you feel like improving him maybe you could use some harder shadows, adding a little detail to the body. I mean, like shading the body in the same way you did with the face.
Also, the texture doesn't line up in his inner arm.
GabrielP, here's a trick. When you're looking at your model and texture sheet kind of cross your eyes so everything gets blurry. Can you still pick out where the different pieces are? When I do that to the lion tamer he all kind of blends into a single color His skin and clothing and trophy hat are so close in hue, value, and saturation that it's hard to tell where one stops and the other begins. A quick way to fix this would be to make him black
Also, that doesn't look like any lion nose I've ever seen, kinda like a cow or horse nose I'm afraid.
I do really like his face, lots of character there
Thanks for the kind words, people- I'm currently working on a pal to go with the demon dude- the little green guy in the middle of this pic I did... Absolutely loving the stuff in here so far (I've actually gone through the entire thread)- really inspirational.
ad456, I have no idea if any of the other artists do this, but I've just started thinking in tris, especially for low-poly models. The project I'm working on now has a tri limit for characters between 2-300, so I use a lot of them.
Tysho, Im so freaking stoked to see what you come up with, I dig the style.
Im in the same boat Tigerfeet, it makes more sense for low-poly models anyways. Of course tries do not animate well,s o Its not a terrible idea to keep some quads around areas that will see a lot of movement.
ad456m, if your planning on animating him your going to create some joints.
Here are a couple options for that:
or "more tris in this one"
@Seyhk Hey that's lookin' mighty good. I like that asymetric sleeve, gives a bit more personality. I'd have gone a bit more wild with that, but I guess it probably would not have worked out well with the style you are aiming at. Topo looks good. Are you going to do any facial animations with that model? There certainly is enough detail to do some hardcore low poly expressions
@9skulls thanks man, glad you liked, i will probably do some facial animations, but it would be my first try ever so i don't think its going to look great.
@Lean His hands were supposed to be closed, but i'll try to fix that, thanks.
Yes gabriel, but it seem to be a problem for now, well, i tried now and it came out like this
I know that i should put more love in the drawing, but i would like to see some suggestions before i put more time into this, any help is welcome please.
Just for the lullz of it, a miniature anon 488 tris (including the hat and mask), 128x128 diffuse. Check the download link below which contains the full rigged model (.blend) + texture. You may do whatever you wish with it.
Also, if someone could give me some points of improvement considering the rig, I'd really appreciate it.
Just for the lullz of it, a miniature anon 488 tris (including the hat and mask), 128x128 diffuse. Check the download link below which contains the full rigged model (.blend) + texture. You may do whatever you wish with it.
Also, if someone could give me some points of improvement considering the rig, I'd really appreciate it.
sorry for the noob question, but can anyone tell me how to achieve those outline effect on your models/render?
sorry for the noob question, but can anyone tell me how to achieve those outline effect on your models/render?
Some engines can do it for you. Otherwise you can clone the model in Max, use the push modifier to make it slightly bigger than the original, and then flip the normals.
@9skulls: that little anon guy fawkes is charming!
After some good feedback received here, I decided to remake all the menu graphics for my iOS game. I'm almost done, this is what I got so far:
Apparently my upload speed is kinda dead, so I only managed to uplad thumbnails, sorry guys... I will update the post as soon as I can, with fullres screenshots.
Anyways, I'm quite satisfied with it, looks way more clear and readable than before! I still have to change the background, but I'm indecided if using a sand texture, or keeping something abstract like this one. :poly141:
@walterlow In Blender go to Render-tab, search for Post processing -section below and check the Edge-checkbox. Also, as Skibur mentioned, you can fake it by cloning your mesh, scaling it up a bit (like 2-5%) and flipping all the normals of that mesh around. That way only the insides of the cloned mesh are showing, making it look like an outline (remember to add a solid color material to the cloned mesh, since that is the color of your outline).
@Mr_DraytonIt's just a random guy, anonymous even, with a Guy Fawkes mask on Also, your menu is looking much better already. It's much more readable than before. Looks kinda juicy, too. Just a few more things, not that it already wasn't looking great:
All screens: The yellow from the bg pops up to your eyes pretty strongly. Have you considered switching the colors so that your buttons would in fact be yellow(ish) and that yellow strike in the bg would be orange? 'Cause I think that would 1) tone down the whole menu a lot and also 2) make those buttons pop out from the bg even more.
All screens: I noticed you've used some kind of fibre-like texture on the pure orange parts of the background. Have you tried using that kind of texture for the whole background? Because I think, when used as a subtle effect, it might actually boost up the looks as well as the overall difference between the buttons and bg.
Screen no. 2: I'd suggest you to change the color of the "Completed"-text of your race-selection button. It's really, really hard to spot. Have you thought of using "stamps" or "stickers" to mark a certain race "completed"? Like there would be this kind of ribbon of sorts that would be placed on the corner of that Race-button to show that the currently selected race was actually completed.
Screen no. 2: Also, about the blue color. Is there a reason why this screen has its buttons in blue and the other ones has in orange? I think the blue works well to distinct the players from other elements (the next screen), but otherwise I'd keep same color for all the menu buttons to make it look more unified (excluding the "Go"-button).
Also, your menu is looking much better already. It's much more readable than before. Looks kinda juicy, too. Just a few more things, not that it already wasn't looking great:
[cut]
Thanks for your precious help! Answering point by point...
In my previous post I wrote I want to completely change the background, so the screenshots I posted are still WIP in some way. I want to use different color tones on the new BG. Again, I'm uncertain if using a sand texture (or some kind of 3D scene), or something abstract (like the actual one). I tought about using yellow buttons too, but I didn't like the idea very much, so I kept them orange. I like that color the most!
Same as before, I'll be changing background, so bye bye fiber texture!
Good point. Honestly, at the beginning I wanted to do some stamp-like graphics, but somehow I tought it was not much related to the graphic style of the rest of menu. So I kept the original "Completed" text, but right, I should at least make it more visible.
Blue buttons actually are not buttons, but just text labels. The general rule is: orange things are clickable, blue things are not.
@ Tigerfeet + GabrielP thanks guys, most of the tutorials I've seen treat tri's like a bad thing and i guess its down to making unwraps easier.
Had no internet over the weekend and haven't really done much but trying to do the texture now so we'll see how that goes.
Had a look at your joint diagrams, excellent help and will definitely keep that in mind for future reference as i haven't seen the more complex ways before now.
@ad456m Your character's shoulders are going to have difficult time deforming. A slight retopo might be in place by adding few more loops in that area. Take a look at this http://wiki.polycount.com/ShoulderTopology, very educational.
Alright so this guy still needs A LOT of work, I've had quite a hard time transitioning back and forth between my more realistic art and my more stylized art, its giving me a pain. But this should be the last stylized character I have to do for awhile. Anyways, thoughts?
@GabrielP Is that character going to be in a game and if so, is he just a random enemy or the main protagonist? If that guy is going to be the main player, then I think he is a bit uninspiring. Meaning, he would need some more personality to it. Depending on the style of the (possible) game, the texture could work out with desaturated colors like that but I'd still add more shadows to bring all the forms alive. Also, I think you could easily go with 256^2 or even 128^2 with that amount of detail you currently have.
In any case, here are some thoughts about the topo:
@Leyto That's a nice model, looks a bit like something from the old Lucas Arts games. Are you going to animate him? If so, you'd need to add some joint loops there as well.
First off, this entire thread has been amazing. I'm pretty new to modeling but here's my first attempt at a character. Haven't gotten to texture it yet but here's the AO + wireframe of it. I can probably reduce polys in places, it's about 700 tris now. I don't really have a great feel for what detail needs to be in the mesh vs texture yet.
Replies
The only thing I would nitpick is the teeth. You basically used that many tris to make them on an alpha plane, and they are only triangles anyway.
So just make them out of tris, save the alpha (expensive). It would also bake a bit more tooth detail in the ao that way. (right now you can see a very straight poly created line across her head (would you see that in game, probable not but...).
I like the toes pointed in when she is a girl and pointed out when she's a monster, it is a very minor detail but gives a really strong passive/aggressive vibe.
Details like that take 10% effort and give 100% gain imo. (don't know if you planned that or not but it works)
Well, another day, another lowpoly character, meet RYAN! the lion slayer.
Also, the texture doesn't line up in his inner arm.
Also, that doesn't look like any lion nose I've ever seen, kinda like a cow or horse nose I'm afraid.
I do really like his face, lots of character there
I Also need some advice on this
Ps: i didn't get the crossing eyes thing Tigerfeet.. can you explain more clearly for me?
Seyhk - Tigerfeet meant unfocus your eyes and see if you can distinguish the parts of your character.
had this going for a while, I don't think that I'll be improving it:
I'm learning blender with a view to use my models in unity and thought this would b a good place to find out what rookie mistakes I'm making.
Blender says this is about 560 ish so need to get rid of a few polys to get under a thousand as the model is mostly quads.
Tysho, Im so freaking stoked to see what you come up with, I dig the style.
Im in the same boat Tigerfeet, it makes more sense for low-poly models anyways. Of course tries do not animate well,s o Its not a terrible idea to keep some quads around areas that will see a lot of movement.
ad456m, if your planning on animating him your going to create some joints.
Here are a couple options for that:
or "more tris in this one"
Or my personal preference:
Tysho: Awesome painting.
Here's my try.. again.
Can't wait to see the final texture!
Hes under 1000 tries and I'm working on a 1024x1024 texture, will probably scale down to a 512 when I finished.
@Lean His hands were supposed to be closed, but i'll try to fix that, thanks.
@Gabriel fucking creepy, well done!
I know that i should put more love in the drawing, but i would like to see some suggestions before i put more time into this, any help is welcome please.
Edit: Scaled down the texture to 256 and didn't see any difference, so i'll keep on 256:(
Also, if someone could give me some points of improvement considering the rig, I'd really appreciate it.
And some wires:
> Download here <
EDIT: @Seyhk Wholy sh*t batman, that's one big improvement on the jacket texture! Great job!
EDIT2: A small fix to the uploaded file.
Very inspiring style!
Why did you make the hands so low poly?
Hands and face are the most expressive parts, therefore they should have a higher proportional budget.
They look like potatoes.
I'm here to invite you to these 2 contests:
9skulls: Awesome, added to the SDK thread.
sorry for the noob question, but can anyone tell me how to achieve those outline effect on your models/render?
After some good feedback received here, I decided to remake all the menu graphics for my iOS game. I'm almost done, this is what I got so far:
Apparently my upload speed is kinda dead, so I only managed to uplad thumbnails, sorry guys... I will update the post as soon as I can, with fullres screenshots.
Anyways, I'm quite satisfied with it, looks way more clear and readable than before! I still have to change the background, but I'm indecided if using a sand texture, or keeping something abstract like this one. :poly141:
@PolyHertz Thanks for adding, I sent you a PM regarding the file. Check it out!
@achillesian Expect us.
@walterlow In Blender go to Render-tab, search for Post processing -section below and check the Edge-checkbox. Also, as Skibur mentioned, you can fake it by cloning your mesh, scaling it up a bit (like 2-5%) and flipping all the normals of that mesh around. That way only the insides of the cloned mesh are showing, making it look like an outline (remember to add a solid color material to the cloned mesh, since that is the color of your outline).
@Mr_Drayton It's just a random guy, anonymous even, with a Guy Fawkes mask on
Had no internet over the weekend and haven't really done much but trying to do the texture now so we'll see how that goes.
Had a look at your joint diagrams, excellent help and will definitely keep that in mind for future reference as i haven't seen the more complex ways before now.
@skibur, @9skulls and @Hboybowen thanks for the replies
This rules.
Will this work?
In any case, here are some thoughts about the topo:
@Leyto That's a nice model, looks a bit like something from the old Lucas Arts games. Are you going to animate him? If so, you'd need to add some joint loops there as well.