Trying something new! (Bg. and walkcycle)

Started by Mouth for war, Mon 08/10/2012 17:25:38

Previous topic - Next topic

Mouth for war

So...I've recently started to try something a little more advanced than that Jimmy the troublemaker stuff...Does this appeal to anyone? What are your first thoughts about it? :)


Here's a walkcycle too and a sitting down animation
mass genocide is the most exhausting activity one can engage in, next to soccer

Hernald

I like this! It's nice bright cartoony stuff. If you could find a way for the character to cast a shadow it would be even better.
What did you use to model the environment and character? Was it Blender?

Anian

Is this like a rendered background or are you using one of the ags 3d plugins?

If it's prerendered backgrounds, then there's a few things:
1. make the light on character be more untraceable, it seems like the light is behind him, you should probably make use of the photography 3 light set up, all should be soft lights, try experimenting with it till you have a basic set up that gives some shadows but the shadows are not sharp or strong
- main light - in front of him, above his head and a bit to the side, that one should be the strongest/brightest light
- one should be behind him - so it gives him a silhouette
- one should be behind him but to the side, it should be kind of opposite in direction but on the same height and not as bright
2. thing is, and this I notice on the windows the most, you might not have welded the vertices properly, you can see this on the corners as there's that strange darkening around the corner, you've probably know what I'm talking about, it usually indicates that software can't tell if the surface is facing towards the camera or not
3. light the scene so there are shadows, here I see shading but no shadows, which is just weird to look at, right?
4. smooth stuff up, the grass and the bench look weirdly jagged, if you're using prerendered bgs, than it really shouldn't be an issue
5. change the texture size on the grass/floor plane, the stretching is noticeable. also on this point, drawing flowrs on a texture and then drawing a 3d flower next to gives a strange feel, but if this is NOT prerendered, then change that 3d flowrs into flat planes with textures and alpha masks
6. bricks and the door seem to have a shiny surface or something, looks weird, change it, keep it simple like the rest of the texture are, because frankly I don't know what material that is I'm looking at this way
7. if this is prerendered, make those pine trees in the back 3d, it is toonish, but unless everything is made to look like a cutout, then keep the stuff 3d unless it's reeeeeally far away or behind a wall etc, anywhere where you don't notice a cut from 3d to 2d is being made, it's noticeable otherwise

About the walkcycle - on his left hand, when the arm goes back, the thumb twitches strangely.

Hope this helps, looks good just maybe needs a bit more polish. I really like that tree on the far right, I'd try to make the rest of the background feel like it belongs with that tree.
I don't want the world, I just want your half

Mouth for war

Using poser for the character! and I'm having some troubles with the lighting...not sure how to do it right :S
mass genocide is the most exhausting activity one can engage in, next to soccer


CaptainD

Quote from: Mouth for war on Mon 08/10/2012 17:25:38
Does this appeal to anyone?
Yes!

Quote from: Mouth for war on Mon 08/10/2012 17:25:38What are your first thoughts about it? :)

When is the game featuring these graphics coming out?!?  (laugh)
 

Mouth for war

Thanks :-D haha well i need a story i guess...i am thinking about something involving aliens and abductions hehe
mass genocide is the most exhausting activity one can engage in, next to soccer

Snarky

Nice. Would be nicer still with some antialiasing. :)

Mouth for war

mass genocide is the most exhausting activity one can engage in, next to soccer

Haggis

This is very impressive - it reminds me of that full 3D Dog Adventure Game Engine (DAGE) that was around for a bit but now seems to have disappeared. Ali made that showgirl game using it. Looking forward to seeing the end product!

selmiak

hey, the lighting is looking a lot better than in the first scene, but somehow the sky is looking too realistic, too detailed for the overal comic style. Maybe some monkey island 3/4 clouds will do.
And the character looks too dark in contrast. Maybe having him rendered completely on his own with his own lighting would be better and then ingame use the AGS tint function. Dunno shit about using correct shadows for him in renders vs in AGS.

Mouth for war

Yeah I just made him a little darker for that bg. I'm going with tinting in the final product :)
mass genocide is the most exhausting activity one can engage in, next to soccer

LimpingFish

I like the look of this a lot, but Anian has raised some valid points.

Whatever program you are using, I'd first of all suggest you turn on anti-aliasing to get rid of all those jagged edges. For lighting, I'd suggest setting up an ambient light (15-30 percent brightness), alongside whatever light you are using as your key light. Some Ambient Occlusion might also be in order.

As for your geometry, I'd turn off smooth shading for objects such as windows and doors.
Steam: LimpingFish
PSN: LFishRoller
XB: TheActualLimpingFish
Spotify: LimpingFish

SMF spam blocked by CleanTalk