After making my little pottery shop DS level and thoroughly enjoying low-poly, I've decided to do an animation for DS spec for my Character Animation class. It's going to be a punk rock robot doing a wicked solo onstage; for the animation I will probably mo-cap it myself (my school has a Vicon mo-cap studio). I'm really…
I guess the tri count isn't too high if there isn't much else going on visually. My thinking definitely comes from games where the environment and how the character interacts with it are of the most importance. With a game like Guitar Hero I can see going with a higher tri count, but I'd really love to see how Vicarious…
looking pretty solid there :) cute character too :) I very much doubt you'd see the spikes and bolts all that well though, at best they'll be a scintilating mess as smaller objects are fighting to be displayed within a couple of pixels- best bet is to take a screenshot without AA at DS resolution :) If you want to keep…
Cool concept and I think the poly usage is good. Looks like the deformations might be good. I'd say the guitar has too many polys up the mid though. I don't think they will show and I think you could get by just fin NOT mirroring the neck texture. Would only take a few more pixels to paint the whole neck., the back won't…
here's my reference, at least. http://multiplayerblog.mtv.com/2008/04/15/developer-guitar-hero-ds-almost-had-five-or-six-fret-buttons-successfully-breaks-the-rules/ "Technologically, this game marks a highwater mark for Vicarious Visions, a studio that has already pushed the DS harder than most studious outside of…
The DS has a hard limit of 2048 tris rendered on screen at once. I can't imagine the characters would be that high, even if they constructed everything else out of planes. As for the character above, 700 tris is feasible as long as everything else is pretty low poly. The problem is that your polygon usage isn't very…
haha that's so awesome and cute, anyhow, i notice the bolts at his jaw are straight in the model, but in the concept they point up instead, but that's just nippicking. is he gonna have a spiked shoulder pad? that'd be totally rad!
That's great. Love the stack jump :D I think you should add an elbow joint though just like the wrist. He's kindof plain on the arms and that would explain how he bends too.
Yeah, this is for a school project, although that's no excuse for the terrible animation. I was focusing on more important classes (environments). I wasn't planning on putting this into my demo reel, I just wanted a decent piece for my print portfolio. I will definitely spruce up the environment when I come back to it.…
IS this for a school project? If not... PLEEAASSEE fix that animation, if you're going to leave it like that then you might as well not show the animation at all man. The model itself is pretty bad ass, good character to him. Maybe you can add a bit more to the scene though, some loose wires, maybe some posters in the…