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Last edited by pixelchaot; 12-09-2010 at 07:39 AM..
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, spline,
106 Posts,
Join Date Jul 2006,
Location germany / berlin
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Awesome! Love it!
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, triangle,
478 Posts,
Join Date Feb 2007,
Location Sweden
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Those are awesome!
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, polycounter,
779 Posts,
Join Date Aug 2009,
Location Atlanta, Georgia
, line,
87 Posts,
Join Date Oct 2009,
Location Malmoe Sweden
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Quote:
Originally Posted by pixelchaot
(awesome images)
this was my work on the nintendo ds game "emily the strange"
for some characters i build a high poly version for the cutsceens.
the pink bunny and sugarland princess are not showing...because...
you know...play it ;P
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AWESOME.
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, line,
85 Posts,
Join Date Aug 2009,
Location Calgary, Alberta, Canada
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thank you guys !!!
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, spline,
106 Posts,
Join Date Jul 2006,
Location germany / berlin
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@Pixelchatot: Wow... I envy you, really! Models are great, and animations are even greater. :O
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, triangle,
267 Posts,
Join Date Oct 2009,
Location Italy, but willing to leave to a better country.
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great work, pixelchaot! really cool style and execution
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, veteran polycounter,
2,700 Posts,
Join Date Feb 2006,
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Working on a watchtower from C&C Tiberian Sun

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, spline,
123 Posts,
Join Date Sep 2010,
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Quote:
Originally Posted by pixelchaot
the pink bunny and sugarland princess are not showing...because...
you know...play it ;P
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after seeing these models: i definately will!
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, line,
81 Posts,
Join Date Mar 2010,
Location Berlin
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wip!, sits at 1201 tries, current 2x128 for head and body

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, polycounter,
769 Posts,
Join Date Sep 2009,
Location Cambridge, England
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i hope pixel art still counts because i made this cute lil jumping astro city

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, polycounter,
1,099 Posts,
Join Date Jun 2008,
Location the slums of shaolin
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Quote:
Originally Posted by pixelchaot
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Great work! I especially like these three. The level of squash/stretch is really uncommon to see in game animation. Would you be able to post some details on the characters rigs?
Last edited by PolyHertz; 12-03-2010 at 11:11 PM..
(V) (;,,;) (V) woopwoopwoopwoop
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, dedicated polycounter,
1,678 Posts,
Join Date Aug 2006,
Location Minnesota
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Quote:
Originally Posted by pixelchaot
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Cool stuff, I like that you're only using the three colours(4 with the grey  ).
I have a little crit about the animation above. I think you could do something more with the cane. Like give it more snap or make him twirl it(not sure if that would be appropriate for his character). Also it makes his arms swing down together which I think look a little weird.
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, null,
1 Posts,
Join Date Sep 2010,
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i second this, I'd like to know specific techniques and work flows for rigging extremely low poly characters.
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, dedicated polycounter,
1,686 Posts,
Join Date Sep 2009,
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the animations are from jochen volz a animator (the only animator) in my company...
he makes everything "alive" also he is a talented comic drawer...
for the cat and the spider we take the catrig in max and the other charaters was done with the standart biped...he said is the fastest and the easyest way to animate for games?!
have an eye of the rotate points of the bones, hard weight skinning and sometimes its better to turn edges for better deformations...thats it!
@bruce?! thx for the critics
weird is good for emily the strange ^^
now its to late...its released!
but its only one from several animations...and its nds... 256x192 pixel you know ;)
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, spline,
106 Posts,
Join Date Jul 2006,
Location germany / berlin
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update

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, polycounter,
769 Posts,
Join Date Sep 2009,
Location Cambridge, England
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Working on a little something about 3/4 of a 64x64 map used so far.

Last edited by willy-wilson; 12-05-2010 at 04:06 AM..
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, polygon,
732 Posts,
Join Date Mar 2009,
Location Tucson, AZ
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pixelchaot: amazing stuff - totally stunning
willy-wilson: another nice set of lowpoly stuff from you !
So, there goes another failure ;)
Basically I think I'm just stuck in between different mobile specs and don't know which way to go. Ultralow polycounts and textures, or higher polycounts with small textures...
So basically I started out with making lots and lots of modular pieces for a western town scene. I then started a quick mockup texture to see how everything could work out in the end. In order to save texture space I created more polygons so i could recycle the texture by rotating and mirroring. I kinda have the feeling that the geometry I'm using right now would be more suited for almost a fps kind of game. It's basically shipping around at 1000 triangles using a 256² texture with 7 different variations of wooden planks ;)
Things I've learned:
1) Really good choice to test texture on a mockup building, so you see how the texture plays out. For example I realized it's stupid to take away texture space of the planks by adding a bunch of wood profiles, when 1 is enough ;)
2) The technique with different colored planks allows for a nice variety of wood colors for single assets
3) No huge spots or creases in the wood should be applied or otherwise it will show a lot ingame with ugly lines and stuff.
I really wish there would be more Mobile Games Artists Portfolios or Technical Breakdowns available/present. I'm kinda stuck on scubasteve, madpxl and kennethfejr stuff and it's mostly single assets and not an entire level - except goldeneye stuff 
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, triangle,
329 Posts,
Join Date Apr 2005,
Location Germany
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thats a lot of triangles for such a tiny texture size, I would almost say a waste of triangles since you can't see the value of them in the end because of the extreme tiny texture size.
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, veteran polycounter,
3,037 Posts,
Join Date Mar 2008,
Location Sydney Australia
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railing rungs, floorboards and window bars, should probably have fewer tris. renderhjs is correct, you're giving a lot of stuff geometry that would look absolutely no different than using planes and transparency shortcuts on a mobile device.
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, dedicated polycounter,
1,686 Posts,
Join Date Sep 2009,
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luke: nice highlights... 
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, spline,
236 Posts,
Join Date Jan 2010,
Location Brazil
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Quote:
Originally Posted by willy-wilson
Working on a little something about 3/4 of a 64x64 map used so far.

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I love you.
On that note here's something I made a while back. Looks a bit nicer now that it's done but it's not too different.

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, spline,
179 Posts,
Join Date Jan 2010,
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...and I'm done! Feel free to crit, thanks!

Last edited by Ikuru; 12-06-2010 at 09:44 AM..
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, line,
87 Posts,
Join Date Oct 2009,
Location Malmoe Sweden
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Well, that basically kinda confirms what I was thinking. As a mobile scene it's not balanced in texture size and polygon count. Basically the only information on level data I could gather was the golden eye thing on the DS. For PSP or other devices I don't have any valuable information onhand. If anyone should have interesting information to share, please do - I think this field could need some more enlightment 
I'll just hope that more and more people jump on the bandwagon and post in here before every handheld thing can handle too many polygons and textures ;)
Thanks for the precious feedback, guys !
So basically my biggest conclusion is, this huuuuge and almost extreme modular approach is not too good for the handheld spec I was going for.
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, triangle,
329 Posts,
Join Date Apr 2005,
Location Germany
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