...can make a startling difference. I retopologized the face, since when I first made this I didn't know how to use edge loops properly.
I was so pleased with the immediate improvement I thought I'd share. :)
I was so pleased with the immediate improvement I thought I'd share. :)
Mmmmmmonster Boots! Yeah that feels like a woman.
Hm but still there's something wrong with the trousers-boot combination, but I don't know what - the upper body part ist perfect.
Nice job.
Hm but still there's something wrong with the trousers-boot combination, but I don't know what - the upper body part ist perfect.
Nice job.
>there's something wrong with the trousers-boot combination
I think I might know what looks odd about it:
- cause the boots are so high, the supposed location of the knees would be still in the boots (at the top). Given that one wouldn't expect that, the upper leg looks too short. Wider Stulpenstiefel or a little less high boots could help.
- it looks odd that the trousers start off to be skintight but just above the boots, they seem to be loose-fit even though the the trousers at that point are not wider
Well, coming back to my earlier criticism: Could you post screenshots from the side, with around 80 pixels height, without antialiasing? This looks really nice, but it's really hard to see whether this will be a good Clonk model in-game.
By the way, while the face doesn't seem noticeable at all here, both myself and boni noticed this beforehand in game. The exact poly difference between the models is +202 polygons, all of which were used in the face.
I don't understand those two Floodlamps at her neck. She doesn't look like a miner, does she?
These are no lamps but welding or pilot's goggles.
/e
On a second thought, these are welding goggles. Commonly used steampunk accessory: horribly long url
/e
On a second thought, these are welding goggles. Commonly used steampunk accessory: horribly long url
And what I recognized while I watched a Game when I met Zapper last Weekend: it looks a bit stupid if the clonks are too detailed. It seems strange if there are 4 characters of the sort X, wearing the same accessoires, belts, bags, Lamps, whatever... and 3 of the sort Y and so on...
Remember: Clonk Rage used a simple trick against this problem: each clonk wears this weird undetailed suit. they were buyable clones or sth.
those little individual characters in open clonk are weird if there are more then one of each mesh.
I could imagine i had less problems if those guys wouldn't have that many decoration stuff...
Remember: Clonk Rage used a simple trick against this problem: each clonk wears this weird undetailed suit. they were buyable clones or sth.
those little individual characters in open clonk are weird if there are more then one of each mesh.
I could imagine i had less problems if those guys wouldn't have that many decoration stuff...
>It seems strange if there are 4 characters of the sort X, wearing the same accessoires, belts, bags, Lamps, whatever... and 3 of the sort Y and so on...
We're in the process of making more; the fisher-clonk is the next in line. I estimate that by the time we're "finished" settlement, we'll likely have 6.
>each clonk wears this weird undetailed suit.
Since higher resolutions are standard nowadays, having undetailed suits looks boring.
I like the minimalistic clonk more then those strange detail-clones :(
i would also prefer something less realistic and more minimalistic/styled.
I am playing the rayman origins and its simply stunning how beautiful colorful 2d graphics can look like without the need of thousands of polygons...
I am playing the rayman origins and its simply stunning how beautiful colorful 2d graphics can look like without the need of thousands of polygons...
That comparison is kinda empty, considering that Rayman are designed 2D levels and don't have to work a dynamically built levels as well. ;)
What has static level design to do with how detailed the models are?
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