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/draw/ - Original Art

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File: 1672623300489-0.jpg (83.73 KB, 579x604, old adfsadfsadfas.jpg)

File: 1672623300489-1.jpg (83.39 KB, 579x604, new asdfdsadfsafdsa.jpg)

 No.3116

Before I start texturing, I need to know: Do you think the proportions look okay, or do you think it looks weird? Thanks in advance! ❤

Details: I'm thinking about remaking the character models from my game because ppl thought they look too "robloxy", so I started making this prototype model, based on one of the models from the game. Anyway, I can't change the proportions too much or it could make the rigging process a pain, and the animations I already made won't work right. So I need to know if the proportions look weird, because if that's the case, then I might want to give up on the idea of remaking all of the character models right there.

 No.3117

I would try to make the legs a bit longer but if thats not possible it looks fine anyway

 No.3118

Seems good, I see on the knees you're doing good topology. That'll save some headache later.

 No.3119

>>3117 thx for the feedback ❤
Making the legs smaller will be a big headache, because of the IK in the animation rig, so resizing bones could really mess the animations up. Alternatively I could make the arms smaller, what do you think?

>>3118 thx for the feedback ❤
I learned it the hard way!

 No.3121

Proportions for characters like this is mostly a stylistic choice or a pragmatic one due to how animations and collisions work.

It's not too far off from realistic proportions so you should be fine as long as you're not trying to make it look super real. Proportions being slightly off mostly starts to look uncanny with a realistic style.

 No.3131

>>3121 Thx for the feedback ❤
I was thinking about texturing them like Megaman Legends' characters (but not in anime style), with colorful pixelated, unfiltered textures.

 No.3132

>>3131
Is that done with texturing or cel shading?

 No.3133

>>3132
Think in MML it's texturing.

 No.3134

File: 1673401892524-0.jpg (70.2 KB, 415x496, new adfasdfadfadf.jpg)

File: 1673401892524-1.jpg (73.89 KB, 415x496, old adfasdfadfadf.jpg)

Reduced the size of the arms a bit, increased the size of the feet, and textured it. What do y'all think? Also, do you think it'd be worth it to remake all of the character models? It'll take dozens of hours of work, but judging from the amount of people trashing the models of the game, I feel like I might sell many more copies if I remake them.

 No.3135

>>3134
Definitely better shape, though a bit grey. I'd suggest adjusting the lighting / playing around with different shaders.

 No.3136

Looks good but don't know why you're going as low poly as you're going. What is that, low hundreds? Why do you need to go that low on the character models?

 No.3137

>>3136
Low poly is performant and trendy rn (Bloodborne Kart, ULTRAKiLL, ect…)

 No.3138

>>3134
Yeah this looks way more distinct than the previous version which was very Roblox-like.

>>3136
It looks good, and for a game that's actively being adjusted like this better to start simple and add complexity later (like OP just did with this change).

 No.3139

>>3138
Well from an animation standpoint he could use more edge loops at the joints. He hasn't shown us any posing of these models at all. Making the style blocky is one thing but the models won't deform properly without good topology at the joints and there is no need to go this low poly on modern hardware.

 No.3140

>>3137
Low poly isn't going to be peformant at all if the polycount isn't your bottle kneck. The game is only going to perform per frame as your weakest link which certainly going to be the polycount at this level or near this level.

 No.3141

File: 1673407015461.png (136.74 KB, 1313x479, ClipboardImage.png)


 No.3144

File: 1673407946394-0.png (53.95 KB, 617x617, FlFFPwhWYAAYX1l.png)

>>3135 (me) quoted the wrong post, fixed. Flood detected
The rectangular prism arms remind me of b0tster's stuff, and she manages to get pretty clean results by flat shading. Perhaps you could make shading characters a different pass, with a toon shader of some kind?

 No.3145

>>3135 thx for the feedback ❤
I guess I'll saturate the colors of the texture a bit more.

>>3136 thx for the feedback ❤
1) I'm awful at modelling dense, organic objects, and low poly modelling is what I have the most experience with, so it's much faster for me (and I have tons of characters to remake);
2) All other assets I made for the game are very low poly;
3) I think it looks nice;
4) Performance. My destruction system (which is the main thing) can already be very demanding on a low end system (on both cpu and gpu), so I want everything else in the game to be as performant as possible;

>>3138 thx for the feedback ❤

>>3139 thx for the feedback ❤
I rigged it today, and testing my animations on the model showed just what you're talking about, it looked awful. So I added a few more vertexes to the joints and it's looking a bit better, but still a bit rough, but I don't think I'll have enough time to polish the model more. I'll post a vid when I find time

>>3141
Modern gpus really are really good at rendering dense meshes, but I think that post is understating how much space a dense mesh occupies on storage and on memory (unless it's a low poly mesh with tessellation, I guess). It's not as much of a storage hog as textures or audio, but very high poly models can very heavy too. But in my experience, the worst part is that very high poly meshes can be a pain to work with. The performance can be really bad and annoying on the developer applications. Save files get huge, saving takes uncomfortably long, save corruption is more common, 3D modelling performance can be really slow and so forth.

>>3144
these models look rly cute :3
I think some kind of stylistic and cool shader would look really cool for the characters in the game, but it could mean that I'll have to change all other shaders in the game to make it fit, and I have very little time, so I'm still undecided.

 No.3146

File: 1673569574374-0.png (115.98 KB, 442x609, ClipboardImage.png)

File: 1673569574374-1.png (327.76 KB, 1280x502, ClipboardImage.png)

>>3145
>1) I'm awful at modelling dense, organic objects, and low poly modelling is what I have the most experience with, so it's much faster for me (and I have tons of characters to remake);
Well as far as modeling organic meshes, typical workflow for people these days is to do everything with a sculpt and then retopologize. People don't do traditional kind of modeling to make organic stuff. Even for hard surface stuff people like to do solid modeling and then retopologize.

>4) Performance. My destruction system (which is the main thing) can already be very demanding on a low end system (on both cpu and gpu), so I want everything else in the game to be as performant as possible;

Yeah but that's handled on the CPU, I guess if your stuff is using physx or something maybe it's partially on the GPU as well.

>I rigged it today, and testing my animations on the model showed just what you're talking about, it looked awful. So I added a few more vertexes to the joints and it's looking a bit better, but still a bit rough, but I don't think I'll have enough time to polish the model more. I'll post a vid when I find time

Cool just look up topology+joints, there's a lot of tutorials out there.
https://sites.google.com/site/facaelectrica/topology-1/joints

>Modern gpus really are really good at rendering dense meshes, but I think that post is understating how much space a dense mesh occupies on storage and on memory (unless it's a low poly mesh with tessellation, I guess).

Everything is teselated into triangles before it's rendered no matter what n-gons your model has.

>But in my experience, the worst part is that very high poly meshes can be a pain to work with. The performance can be really bad and annoying on the developer applications. Save files get huge, saving takes uncomfortably long, save corruption is more common, 3D modelling performance can be really slow and so forth.

Good be problems with your file, apps save things like undos and other extra kind of info into files. Export as an obj and see what the size is. Just tested right now, and a mesh with 72k triangles only takes up 2.4 mb on the disk.


But yeah stick to your style, but don't be too afraid of polycounts lol. A few thousand for a character is nothing.

 No.3147

File: 1673666850319-1.png (129.94 KB, 433x438, kimo old asdfasdf.PNG)

File: 1673666850319-2.png (390.48 KB, 600x900, DoDCapsulaBiblioteca.png)

gibe feedback on this model pls. Is it an improvement or does it look worse than the original? It's the main character, so it's really important that I make him look better.

>>3146
>guides
These are very helpful guides, thank you! This will save me from many headaches. Saved :3

>typical workflow for people these days is to do everything with a sculpt and then retopologize.

That's exactly why I'm bad at it, it's a completely different process than what I'm used to, so I don't have much practice. I tried using zbrush once, and the thing is so unintuitive and spooky that it left me traumatized.

>I guess if your stuff is using physx or something maybe it's partially on the GPU as well.

It's calculated on the CPU in my system, but with so many debris meshes and transparency effects on screen it can be a bit demanding on a weak gpu, but not as much.

>Everything is teselated into triangles before it's rendered no matter what n-gons your model has.

didn't know that, that's interesting

>a mesh with 72k triangles only takes up 2.4 mb on the disk.

Well, it adds up if you have many of them, especially if you have many LoD versions of the asset (another headache to worry about). But you're probably right that I'm irrationally spooked by mid-high poly assets. UE5 seems to be solving many of these issues that I'm spooked about with nanite, so I might give high poly a try in the future…

 No.3157

feedback for the img above pls

 No.3158

>>3147
it looks good!
if you want me to nitpick, I prefer the less saturated colours in the clothes from the before image. Its hard to distinguish them now

 No.3159

File: 1673929241408-0.png (129.75 KB, 300x400, ClipboardImage.png)

File: 1673929241408-1.png (234.99 KB, 620x349, ClipboardImage.png)

File: 1673929241408-2.png (167.57 KB, 500x377, ClipboardImage.png)

File: 1673929241408-3.png (81.94 KB, 630x630, ClipboardImage.png)

>>3147
Improvement for sure.
My only criticism is it lacks something to make it really distinct. Maybe you are going for generic but some kind of detail or general look that makes this skelly the Demolish or Die skelly would go a long way. Here are some examples of distinct skelly designs from video games.

 No.3161

File: 1673931500605-0.jpg (72.42 KB, 1009x473, untitled.jpg)

File: 1673931500605-1.jpeg (260.71 KB, 1762x2048, Fl3svq6aMAA2wmL.jpeg)

File: 1673931500605-2.jpeg (377.36 KB, 1622x2048, Fklw6qEVEAADLU0.jpeg)

File: 1673931500605-3.jpeg (306.71 KB, 1830x2048, Fian--mVUAAjjMz.jpeg)

>>3159
Not sure what the lore of the game is–i bought a copy but haven't gotten around to playing it–but here's some ideas:
Since there's a Chihuahua picture collection mechanic, perhaps they could have a Chihuahua skull with anatomically incorrect bone ears, like the Halloween decorations? Might take adding ears to the rig and adding ear flaps to the animations, or just have them flop around with physics (could be glitchy)
If you give him a scar or something and a cigarette (with purple flame) you might appeal to the people who find William Afton FNAF hot. Though the color purple may make people find the similarities too close.
Sauce: https://nitter.slipfox.xyz/p0nyplanet/

 No.3162

>>3158 thx for the feedback ❤
You're right, I should make the texture less muddy.

>>3159 thx for the feedback ❤
Your reference images are very inspiring, thank you! My original thing with Kimo (the skelly) is that his skull is on pink fire. Not shown in the two images because it's a particle effect in the game. But I guess the clothing on my new texture is a little boring and generic. Kimo is an impatient and angry character, to encourage the player to not feel bad about being a maniac, since it's partially a city mayhem type game. So I wanted to give him punk clothes.

❤❤❤❤❤
>>3161
❤❤❤❤❤
Aw, thank you, that's very nice of you! Your idea is really cool(!), but for story reasons, I think this could make things confusing, because there's already an important character that's a chihuahua, and he's the reason why there are so many chihuahua pictures around. All of the dialogue and cutscenes are done, and I still have lots of work to do, so I'll not have time to make any big story changes. That said, I want to make collectible clothes for Kimo in the future, and I think that there the chihuahua skull and ears wouldn't be an issue on the story. And I like the physics ears idea, I think it'd look cool, and it's not hard to do on Unity.

Thank you again for the references, the feedback, and for the purchase! ❤

 No.3163

File: 1673992677837.png (153.82 KB, 1000x763, ClipboardImage.png)

>>3162
>My original thing with Kimo (the skelly) is that his skull is on pink fire.
That's pretty good tbh.
>Kimo is an impatient and angry character, to encourage the player to not feel bad about being a maniac, since it's partially a city mayhem type game. So I wanted to give him punk clothes.
Maybe adjust the silhouette a bit. That's a pretty big way to do characterization. Sharper edges, more angular, more triangular shapes can make a character look more aggressive.

 No.3165

>>3163
I hadn't thought of that, that's a good idea! A triangular shape would probably make him look more intimidating too.


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