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Re: What are you working on? [Re: JibbSmart] #396569
03/07/12 22:50
03/07/12 22:50
Joined: Jul 2001
Posts: 6,904
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HeelX Offline
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HeelX  Offline
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Joined: Jul 2001
Posts: 6,904
I wonder why medieval thiefs always wear hooded jackets... if the hood covers your head, your auditory and visual perception is very limited. That is not so helpful, I guess.

Last edited by HeelX; 03/07/12 22:50.
Re: What are you working on? [Re: HeelX] #396573
03/07/12 23:18
03/07/12 23:18
Joined: Apr 2008
Posts: 2,488
ratchet Offline OP
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ratchet  Offline OP
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Joined: Apr 2008
Posts: 2,488
Heelx:
I'm not sure thiefs that would need to survey around them would be dressed on the head like that.
In the western cowboys days some just covered below the eyes with something , and in the ninja days they had only eyes visible. This sort of head cover would be moe for some easy dicret operation wink
And its non realistic ennemies for some casual Arcade RPG !

@Damocles : wow, great style and design , i like a lot your cartoon style, i think i'll go this way.
(
you can find games using less pronounced lines and they work also with plain colors :
http://www.youtube.com/watch?v=mjR0FO7j1KA
)
@JibbSmart : my low poly style is very very simple, even you and other people could do the same models very easily laugh

Last edited by ratchet; 03/07/12 23:36.
Re: What are you working on? [Re: ratchet] #396578
03/08/12 01:01
03/08/12 01:01
Joined: Feb 2008
Posts: 85
Germany
Schloder87 Offline
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Schloder87  Offline
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Joined: Feb 2008
Posts: 85
Germany
Here is my horse model on which i worked next to our project battle for forgol. i hope you like it ;-)




Visit IGRAVISION at: http://www.igravision.com
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Re: What are you working on? [Re: Schloder87] #396579
03/08/12 01:07
03/08/12 01:07
Joined: Jan 2002
Posts: 4,225
Germany / Essen
Uhrwerk Offline
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Uhrwerk  Offline
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Posts: 4,225
Germany / Essen
I don't like it. I love it!


Always learn from history, to be sure you make the same mistakes again...
Re: What are you working on? [Re: Uhrwerk] #396585
03/08/12 04:55
03/08/12 04:55
Joined: Jan 2003
Posts: 4,305
Damocles Offline
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Damocles  Offline
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@ratchet

Yes I pronounced the lines a bit stronger than initially wanted.
You can also leave out the shadwos I drew around some lines,
and draw the contours with a less contrasting color.

The good thing about outlines is that they define your Model
clearly by showing the elements its "made of". Making the Characters
well defined when they are not big on the screen.
(good contrast)

And making the contours them out of relatively straight lines fits very well with the low poly approach.

Best of all: the workload per model/Texture is quite low, and managable without having strong artistic 3D modelling experience.
So you can get your assets done in a reasonable time.

The artstyle in "Fat princess" looks very nice :=

Re: What are you working on? [Re: Damocles] #396592
03/08/12 07:46
03/08/12 07:46
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
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sivan  Offline
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Joined: Mar 2011
Posts: 3,150
Budapest
nice horse! it looks a bit strong to be a saddle horse, but good as a cart horse.


Free world editor for 3D Gamestudio: MapBuilder Editor
Re: What are you working on? [Re: sivan] #396597
03/08/12 08:38
03/08/12 08:38
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
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sivan  Offline
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Joined: Mar 2011
Posts: 3,150
Budapest
after high level group pathfinding, group order driven low level unit pathfinding is working (stupid version) with some error handling. but the nasty things are just coming (unit & group behaviour and movement loops to handle both movement and new path searches)




Free world editor for 3D Gamestudio: MapBuilder Editor
Re: What are you working on? [Re: sivan] #396604
03/08/12 09:58
03/08/12 09:58
Joined: Apr 2008
Posts: 2,488
ratchet Offline OP
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ratchet  Offline OP
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Joined: Apr 2008
Posts: 2,488
@Sivan : that's great work laugh

Finished the texture for thief class ultra low poly laugh
(I could put black lines on boots, some head parts and other parts, but the UV wasn't done well on that parts so black line of one pixel turned too much stretched.)



Last edited by ratchet; 03/08/12 09:59.
Re: What are you working on? [Re: ratchet] #396606
03/08/12 10:26
03/08/12 10:26
Joined: Jan 2003
Posts: 4,305
Damocles Offline
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Damocles  Offline
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Posts: 4,305
cool, looks more defined now.
Maybe you also Highlight the eyes too.
You could experient using a darker blue line there,
so the black line is not too strong)

also try to keep the resolution of the skin relatively even over the model
(bigger polygons using more skinarea) - less stretching.
This looks better with the very low pixel-res style,
making the resolution even over the model.
(->mix of pixelart and 3D modelling)

Re: What are you working on? [Re: Damocles] #396614
03/08/12 14:36
03/08/12 14:36
Joined: Apr 2008
Posts: 2,488
ratchet Offline OP
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ratchet  Offline OP
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Joined: Apr 2008
Posts: 2,488
Yes i tried balck outline on the eyes, but the result is bad !
I'll test some darker blue. , yes the eyes don't popup enought and that what's sould popup a little in characters !

For the resolution i'm stuck with 128*128, i have done the UV with some quick unwrap, no real work on UV to optimise them !
So it's somewhat to late now.
But i'll do it for next models indeed laugh

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