Critique > 2D & 3D

Little Dwarf

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snader:
the face wants more pixels

ndchristie:

--- Quote from: snader on December 16, 2008, 09:04:56 pm ---the face wants more pixels

--- End quote ---

Hmm.....I tend to feel that extra-sizing the face of a model is the worst sin since the arbitrary blue ambient...but now that you mention it I think i've gone in the opposite direction here and actually made the face pixel-y-er.  I think I can increase the detail by pushing the helmet edges together and bringing the hand up a few marks (it doesn't use the whole space that it's shown to take). (goes off to try)

Helm:

--- Quote from: ndchristie on December 16, 2008, 10:29:11 pm ---Hmm.....I tend to feel that extra-sizing the face of a model is the worst sin since the arbitrary blue ambient...

--- End quote ---

I agree - though I don't mind the blue ambient. The artist is supposed to be conveying a holistic effect - that the art is all made by the same primary atom. We're pixel artists, aren't we? We all know how mixing resolutions hurts the art and although this is inevitable to a degree in 3d it seems because of applying perspective and skew on an otherwise flat pixel map, to actually deliberately go in and make one surface much higher res than the rest just screams to me "bad priorities". Yes, I know everybody does it.

Jad:
Don't worry about that face, I say! He looks like a grumpy dwarf, and you conveyed that within the space of impressively few pixels! I dig, this piece, and I mean especially the face, really combines the appeal of low-res-pixel and low-poly art for me! I dig it, except for the legs/feet, which are a bit .. pointy and angular. From the front, that is, the sillhouette from the side looks solid!
I'm just more or less hoping to see more in this style actually, with the same purplish shadows thing that you've got going here. It's giving me both final fantasy and warhammer vibes.

I dig this lots! Now make more! !yus!

nelis:
In game art you tend to prioritize certain areas from the amount of screen time it gets, take a first person weapon for instance the amount of polygons closest to the camera can be twice that of the area of the gun facing away, same holds true to the texture map, another area that works like this is the face of characters. Since you look at the face first and foremost its essential that it looks better than the rest of the model. But with that all said i think that uneven texture resolution becomes less and less important the lower the model is polygon and texture size wise, so in this instance i think its perfectly acceptable the way it is and i think you should'nt give the face any extra resolution.

There's alot to think about when doing this sort of thing though, like the games camera angle, cut scenes, style etc.
Sometimes artist will give the head an unique texture map so say that you're using a 128 for the character the head will have its own 64 texture.

But this is all up to taste and what the character is going to be utilized for.

It looks really good btw, getting some LofZ Link to the past vibes!

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