Elliott D.
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« Reply #2020 on: December 23, 2012, 10:35:44 AM » |
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Quarry
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« Reply #2021 on: December 23, 2012, 10:55:24 AM » |
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The roll is weird
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pixhead
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« Reply #2022 on: December 23, 2012, 12:09:10 PM » |
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I really like it, great work Elliott!
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Elliott D.
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« Reply #2023 on: December 23, 2012, 02:20:34 PM » |
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The roll is weird
I've been getting that a lot; work in progress. thanks for feedback. pixhead: Thanks!
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Azure Lazuline
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« Reply #2024 on: December 23, 2012, 03:23:54 PM » |
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I suggest making it frontflip when it jumps into the air while tucking up, so it looks more rolley instead of just falling over. Cool creature design, by the way.
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SolarLune
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« Reply #2025 on: December 23, 2012, 03:37:57 PM » |
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Cool character design, yeah. Nice texture work, too. I think he could bend backwards to kind of over-exaggerate the action a bit. Otherwise, yeah, jumping with a front flip might be good.
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clockwrk_routine
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« Reply #2026 on: December 26, 2012, 09:29:15 AM » |
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he's been working out spend 1 more day refining his gloves and legs
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ink.inc
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« Reply #2027 on: December 27, 2012, 03:55:07 AM » |
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Colors are somewhat reminiscent of Breath of Fire 4, which is a good thing IMO.
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clockwrk_routine
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« Reply #2028 on: December 27, 2012, 07:26:36 AM » |
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aw thanks bof4 is gorgeous, I can see that.
I'm coloring using different materials, I think there are about 10-15 here, but if I was using this in game, would it be best to use a single texture of different color swatches? thanks in advance
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SolarLune
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« Reply #2029 on: December 27, 2012, 02:01:03 PM » |
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You might be able to alter individual colors in-game depending on which engine you're using if you choose materials, though a single texture might use less memory than several materials. I'm not sure, though.
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Trystin
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« Reply #2030 on: December 27, 2012, 02:50:12 PM » |
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Nice *cool stuff*
he's been working out spend 1 more day refining his gloves and legs
Ooh, nummy low poly. I look forward to seeing more of this guy.
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invaderace
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« Reply #2031 on: December 27, 2012, 05:05:56 PM » |
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aw thanks bof4 is gorgeous, I can see that.
I'm coloring using different materials, I think there are about 10-15 here, but if I was using this in game, would it be best to use a single texture of different color swatches? thanks in advance
using a texture is generally way more efficient than many different materials. you can share a material/texture between multiple different models with the same color scheme too if you need to! a fun exercise is drawing a bunch of tiny textures assembled as a single bigger one and uv mapping a bunch of stuff haphazardly to see what you get.
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clockwrk_routine
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« Reply #2032 on: December 27, 2012, 06:37:33 PM » |
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bless your souls I'm going to try that
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Quarry
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« Reply #2034 on: December 29, 2012, 11:05:34 PM » |
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I don't believe that textures fit to the rest of the game's artstyle but it's really well done
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Impossible Realms
Level 2
Lurks in Pre-Alpha
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« Reply #2035 on: December 30, 2012, 11:41:44 AM » |
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I don't have the texture or bones done yet, but this is another character from the same unstarted project as the other model I did earlier: Comments?
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Asepl
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« Reply #2036 on: December 30, 2012, 02:14:38 PM » |
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I don't have the texture or bones done yet, but this is another character from the same unstarted project as the other model I did earlier: Comments? Just one. That's not how you render a scene in blender But I guess you know that
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Alex Strook
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« Reply #2037 on: December 31, 2012, 09:11:43 AM » |
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Derek: looks awesome just finished this guy. feeling super rusty, havent made any of these lowpoly models in ages :/ so sweet ! here's a little 3d view ^^ http://p3d.in/v8UPQ/shadeless
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ChoinHeap
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« Reply #2038 on: December 31, 2012, 11:23:16 AM » |
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That site is very baller. Does it simply take OBJs or are there other formats?
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Alex Strook
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« Reply #2039 on: December 31, 2012, 02:18:03 PM » |
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Yep only obj for the moment
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