This looks awesome. Why don't more games try to have distinctive art styles? It's been proven time and time again that pictures get people talking. Look at the hype that surrounded the new Prince of Persia, the Jet Grind Radio games, Legend of Zelda Wind Waker, Okami, MadWorld...
hmm, yeah I dunno if any of those are what I'm looking for. I'm thinking more light-hearted like Wind Waker. That style that Neox has going in his Airborn might be closer to what I've got in my head...but even that might have too much shading. I'm confusing myself, heh.
Good stuff everyone, keep it up! :D Great to see. That character is coming along nicely Hofsta! Maybe the blur/sandstorm on the bottom half could be toned down a little bit though? I've been watching some Wind Waker playthroughs while painting lately, felt inspired to do a few Zeldalike characters. ^^;
Hey Adam, We're actually starting some VFX work in a wind waker style so we've got this art all over the place and at the front of our heads.. I would love to speak with you about taking on this work.. Do you have all of the concepting done or would you like some help with that as well?
BREAKDOWN Humanoid Combat Walker, human-piloted. Movement includes walking, flying with aid of a module, and converting into an all-terrain vehicle for faster ground travel. The nature of the vehicle is often dependent on the armour build of the skell, some having treads, others having four wheels or two. Operation of a…
Are you going to add cloth to the windmill arms? Also I think you can do more stylized grass kinda like the wind waker stuff, bigger and leafier to match the style you've already got. Also like Snader said the woodends stick out far too much.
(Ha ha, I just noticed a weird auto-correct in my post. 'Wind Waker' got changed to 'wandmaker') Sorry you didn't get feedback on your previous projects, glad I could help out a little on this one though. I'm looking forward to seeing how this turns out.
I've recently downloaded some rips of levels from The Wind Waker and I think it has enlightened me a bit as to the process. I was able to look through the polygons and mapping and see how it was done. For example instead of overlying the path polygons above the ground, the paths were actually polygons divided in the ground.
wind waker two layers of cartoon water with tight fresnel based simplified reflections might look cool In unreal is it possible to reflect different models to that above the water? anyone know, cos if so reducing the land masses to single colour distorted shapes could look sweet always look forward to seeing how people…
I agree with DWalker. Your textures have those little details that are unique to a few parts of the texture, so when it tiles, they become very obvious. For instance: - the rock shapes on the 3rd image. The major one is the tilted rock, which you can easily spot 4 times at a first glance, but that cluster of larger rocks…