

To see the scetched guy as a model it seems to modern for me. I has suposed to dress him a more medieval. I thought about chainmail shirt and a lether-"jacket". Mixed up with modern trousers It would be fit to swords and chemical plants
I like the trousers. the face should not be made of cutted fotos.

> To see the scetched guy as a model it seems to modern for me. I has suposed to dress him a more medieval.
I don't understand. You made the sketch and you made the model. Because the shirt like in your sketch indeed looked a bit too modern IMO, I gave him a shirt that is taken from a shot of a "medieval shirt", a (more) medieval looking belt and a flask belt pouch containing a flask (for a potion). The only "modern" thing that is left now are actually the trousers. I think a medieval shirt is much more neutral for a "standard" clonk than a medieval chain mail.
> the face should not be made of cutted fotos.
I used photos as a foundation but modified them so heavily that I can not comprehend your statement. 90% of the face is completely drawn by me. Especially the face is drawn.
---
Of course there are many different possibilites to dress your clonk but to include all those images of how the clonk should look like into one clonk is impossible. My priority was to first create one clonk that looks more or less neutral (in context of what can be considered neutral in the open clonk setting) just to first have one complete new model for the release and representation.
However, I think your idea to supply several different models+textures for clonks to choose from by each player reached broad approval. The medieval-shirt clonk does not need to be the only model to choose from for a long time. Based on that general shape and texture we made now, new looks can be derived easily: For example the knight with a tunic/chainmail you proposed earlier, a steampunk-pilot or a wizard. Or some clonk in seafarer's clothes with oilskin and a southwester.
>I think a medieval shirt is much more neutral for a "standard" clonk than a medieval chain mail.
what actual needs to be neutral at the clonk's dress? Do we have any things they are not fitting in ~medieval? even the Windgenereator looks not like a modern one.
But like I said: the troursers are the "modern" (neutral) part of the cloth. this looks really fine.
>I think a medieval shirt is much more neutral for a "standard" clonk than a medieval chain mail.
I cannot find any differences between a medieval shirt and a modern shirt?!
>I used photos as a foundation but modified them so heavily that I can not comprehend your statement. 90% of the face is completely drawn by me. Especially the face is drawn.
Then the Highlights you set were to hard, and the proportions of the mouth seem to be wrong. The pupils maybe are to big, and the white part of the eye is too white. should be 10%gray

> I cannot find any differences between a medieval shirt and a modern shirt?!
A shirt is a shirt, yes. But don't tell me you see people running around with shirts like this on the street.
> Then the Highlights you set were to hard, and the proportions of the mouth seem to be wrong. The pupils maybe are to big, and the white part of the eye is too white. should be 10%gray
The eye has currently a lightness of 84%. I could make it more dark. Can you be more specific with your other feedback? F.e. the comment that proportions are wrong is not really helpful

>A shirt is a shirt, yes. But don't tell me you see people running around with shirts like this on the street.
Only because people forgot what awesome looked like.
To be honest, I wouldn't complain about the imperfections of the model. Imperfections is what gives models character; you don't want everything to look so neutral and 'perfect' it looks like a template drawing.

> The pupils maybe are to big, and the white part of the eye is too white.
Ideally, we'd still see the white of the eyes at the old 16x20 size. That might be stretching it, but at typical sizes the eyes should be easily visible. That requires the face to be a lot more cartoonish than one would use at bigger sizes. Making the eye pure white might also help with eye visibility.



Anyway it is definitely not an issue right now
Can you make the shirt blue for that we can use it in gwX too? (all blue tones are player color)

addendum: ...because the clonk, as the character (and main "Spielfigur") with whom all the clonk players play has some important representative role for OpenClonk.
In any game, actually. But especially in Clonk games, hence the name. Also, since our clonk has major visual differences to the classic clonk, he represents a bit the new visual style of OC. Just as the logo of the game, renderings of this clonk will appear everywhere.
(I want that) this Clonk will be associated not with Clonk in general but with OpenClonk. You understand? Using a random model or texture (like the gold texture which is now used in your logo) from OC for GWX is different.
We need a Clonk for our Christmas Release. The ideal Clonk is the classic Clonk. But every OC clonk is better than the current Model with naked abdomen.

Concerning recoloring: If the Clonk is textured, just open the texture file and recolor the appropriate sections in blue? I don't think you need an artist to do that.
Powered by mwForum 2.29.7 © 1999-2015 Markus Wichitill