ayoub44, the clean colors are nice, but the cars are really lumpy. gotta try to define planes better, and keep things straight on the UVs with that map size
Very slick! The rider might be too similar to the bike, as it's hard to define where one ends and the other begins, unless that is what you are going for?
@turnipnose: I enjoyed playing your game alot,i love your golem models, might i ask what size textures you are using on those good sir? @christianb: I think a feature that defines Jacky Chan is his nose its rather round and they really show it in the cartoons/games about him.Mabye you can spend a few polys to make it…
if your walk animation is 20 frames long you have to render frame 1 to 19 for a perfect cycle and/or edit ipo-curves. blender is definately not to blame!
for these low resolutions its best to start with the final define texture size and not down sampling stuff as it is often done in high res work. The reason for that is that you have a direct control of how the end result will turn into on the pixel level. This becomes quickly noticeable if you use tools such as the…
Agreed with Kitteh. The mesh is looking way to boxy. The arms and legs also could be made better if you were to rotate them and reattach them like this <> instead of like this []. Same number of sides but the diamond shape gives you the ability to tweak a single edge to define the form as opposed to needing to tweak 2 to…
I say go with the first one, if only because the path is better defined. The flat lighting makes the colors and design stand out more, but everything sort of blends together.
matt, that's nice but I think you should work a bit more on the texture. Make some lines on the wings, like in this picture: . That would help define the shapes a bit more.