Pixelation

Critique => 2D & 3D => Topic started by: Jakten on October 05, 2008, 01:09:33 am

Title: Lowpoly Mega...Hiro o.O {wip}
Post by: Jakten on October 05, 2008, 01:09:33 am
What can I say I've got some crazy megaman fever going on right now.  :D
I'm currently trying to beat mm8 and having a hell of a time with wily. In my free time I've come up with this!

200 tris, 2 128x128 textures and has an interchangable gun arm which I haven't textured yet. I was trying to go for DS specs but I kind of just came up with my own limitations as I don;t know the DS specs.

(http://img.photobucket.com/albums/v206/MANDRAGGANON/Megamanawesomemodelthin.gif)

C&C welcome.

He started out looking like this:
(http://img.photobucket.com/albums/v206/MANDRAGGANON/Picture6.png)
Title: Re: Lowpoly Megaman {wip}
Post by: v.rus777 on October 05, 2008, 01:23:15 am
He reminds a lot of the Wind Waker style. It's pretty nice, I wonder what a 3d game would be like with the original megaman.
Title: Re: Lowpoly Megaman {wip}
Post by: Jakten on October 05, 2008, 02:16:34 am
Haha everyones been saying it reminds them of wind waker style. Not that thats bad it just wasn't my intention XD.
They acctually created a 3D version of the first megaman for the PSP called Megaman Powered Up, The added 2 new bosses as well. Timeman and Oilman
Title: Re: Lowpoly Megaman {wip}
Post by: Tuna Unleashed on October 05, 2008, 02:49:43 am
I hated MMPU's graphics, the heads were way too huge, it just wasn't megaman.

If the game had looked like THIS on the other hand, I would've cried tears of joy.
Title: Re: Lowpoly Megaman {wip}
Post by: ndchristie on October 05, 2008, 03:05:43 am
hmm, could we see the maps?  I feel like there might be a bit of wasted space, though that could be a factor of the polycount being relatively low.
Title: Re: Lowpoly Megaman {wip}
Post by: Jakten on October 05, 2008, 03:21:35 am
I've been working on it abit so the texture might look a bit different than whats on the model currently.
I do have a good amount of room along the top but I plan to add the Buster texture and a couple of different expressions along the top. I'm acctually not sure how to go about expressions though. I think either, seperate on the same map, seperate maps for each expression or an animated gif that somehow can have its frames be able to be set for each expression.
Also I have a pupil mapped to a triangle plane so I can move his pupils freely.
(http://img.photobucket.com/albums/v206/MANDRAGGANON/MMtexture.gif)
Title: Re: Lowpoly Megaman {wip}
Post by: ndchristie on October 05, 2008, 04:54:17 am
(http://img.photobucket.com/albums/v206/MANDRAGGANON/MMtexture.gif)

mostly the issue i see is that you could probably use flat color (aka a single pixel) for several pieces which would free u[ a lot of space methinks, although this *may*  not be possible if the polys are quite large i tihnk you could get away with it a lot more than you try to.
Title: Re: Lowpoly Megaman {wip}
Post by: LoTekK on October 05, 2008, 04:56:58 am
256x128 is huge for a DS character. With the very limited texture memory available on the system, you'd be much better off going with a couple of 32x32s. Probably a separate 32x32 (or 16x16) for the face so you can swap facial expressions. Let's see some wires, as well, so we can crit the mesh construction.

That said, this is cute as hell. :D
Title: Re: Lowpoly Megaman {wip}
Post by: ptoing on October 05, 2008, 02:38:57 pm
Nice start, tho I think even on a DS a main character can have a bit more than 200 tris. I would actually model some of the detail like the thing on the rop of his helmet and the eatbits. you can just make em seperate objects and stick em in to avoid creating more tris where they would connect with the head if the model was solid. I think actually modelling the helmet to protrude from the face a bit would be good too.

The UV looks VERY unefficient, esp. given with how little detail you have. Lots of the polys cculd be mapped to a single pixel, which on the DS is ok as it does not filter.

Little edit I made, mainly on colours and some edits on the head (mainly face).
Something I noticed in all your art is that all your colours are rather desaturaated and low contrast, which makes for quite boring colours in most cases.

(http://ptoing.net/edit/mmjaktenedit.gif)

Silly edit because I felt like it. lolquake :D
(http://ptoing.net/edit/mmjaktenedit2.gif)

Keep it up.
Title: Re: Lowpoly Megaman {wip}
Post by: Kazuya Mochu on October 09, 2008, 11:25:13 am
try as much as you can to fit your texture into a square space. its easier to place it in memory. dont ask me why, but all of my programmer friends say that if you cant make it into a square, its best to "allocate" in and to fetch it, thus improving the performance.

Title: Re: Lowpoly Megaman {wip}
Post by: Jakten on October 16, 2008, 09:23:54 pm
(http://img.photobucket.com/albums/v206/MANDRAGGANON/HIRO2-1.gif)


I changed him up and made him look like Hiro the lead singer of the Polysics (http://www.youtube.com/watch?v=nzJ-Q94Fc9I)
Also I re-mapped the texture so it all fits on one 64x64 square.

I'm thinking of makeing all 4 and rigging them and making somewhat of a music video for one of thier songs.

also Thanks for the crits guys!

Also Ptoing, that lolquake megaman kills me XD
Title: Re: Lowpoly Mega...Hiro o.O {wip}
Post by: Dusty on October 17, 2008, 03:51:26 am
A little off-topic, but what do you use and how do you get the 1-pixel outline?
Title: Re: Lowpoly Mega...Hiro o.O {wip}
Post by: Jakten on October 17, 2008, 04:01:52 am
I've just been using maya with some filtering options checked off, the 1 pixel outline I added in photoshop. I plan to have it on the final animation and stuff also. There is something called a droplet? I'm not sure how it works but it seems you can add effects and stuff to a large amount of images with them so I'm going to try that. Hopefully it works.

(http://img.photobucket.com/albums/v206/MANDRAGGANON/JYEAH.gif) JYEAH!! Finished Rigging him!
(http://img.photobucket.com/albums/v206/MANDRAGGANON/HiroSmile.gif)
Title: Re: Lowpoly Mega...Hiro o.O {wip}
Post by: Jad on October 17, 2008, 06:50:20 am
Oh shit, it went from kinda-boring-but-alright mega man to TOO AWESOME FOR WORDS polysics! MAN, this shit rocks.

Only thing, you should make a lowpoly version of Strong Machine 2 and have her dance to the video, like in electric surfing go go :D :D amirite?

Did I say this is awesome? (:
Title: Re: Lowpoly Mega...Hiro o.O {wip}
Post by: TrevoriuS on October 17, 2008, 09:56:26 am
If you're not gonna light at all I do recommend you darken the sides of the clothes a bit so it gets some more depth. I be curious for the end result if you go and make more :P
Title: Re: Lowpoly Mega...Hiro o.O {wip}
Post by: Jad on October 17, 2008, 12:47:05 pm
If you're not gonna light at all I do recommend you darken the sides of the clothes a bit so it gets some more depth. I be curious for the end result if you go and make more :P

Actually, I don't agree, I'd like to see some flat shape wonderful color sillhouette action. Mmm blobs and sillhouettes! (: Doesn't even really need the outline. Man, please do make this video.

Also, do it to "new wave jacket" ;3
Title: Re: Lowpoly Mega...Hiro o.O {wip}
Post by: alkaline on October 17, 2008, 07:18:36 pm
haha I love polysics  :D glad someone shares my sentiment  :o nice character, has a lot of charm.

could be more saturated lookin, but I like.
Title: Re: Lowpoly Mega...Hiro o.O {wip}
Post by: Jakten on October 18, 2008, 02:25:08 am
Yeah I think I'm gonna change the saturation (man I'm so bad at that) and probably change the shadows to a different colour to make it more interesting, maybe a bluish tinge.

Thanks for the coments guys  :)
Title: Re: Lowpoly Mega...Hiro o.O {wip}
Post by: Jakten on October 29, 2008, 07:30:22 pm
Working on some walking animations, almost finished I think.
(http://img.photobucket.com/albums/v206/MANDRAGGANON/Hirowalkfront2.gif)(http://img.photobucket.com/albums/v206/MANDRAGGANON/Hirowalkside2.gif)(http://img.photobucket.com/albums/v206/MANDRAGGANON/Hirowalkpersp2.gif)

And starting to make an NES type title screen for the video : D
(http://img.photobucket.com/albums/v206/MANDRAGGANON/Polysicstitle03.gif)

Crits are greatly appreciated.
Title: Re: Lowpoly Mega...Hiro o.O {wip}
Post by: alkaline on October 29, 2008, 09:25:16 pm
In the walking animations, hiro's walking with the wrong foot forward compared to the arms. left arm goes with right leg.

i must say though, that title screen looks awesome heh  :D a little bare though
Title: Re: Lowpoly Mega...Hiro o.O {wip}
Post by: Jakten on October 29, 2008, 10:28:21 pm
oh man, no wonder it looked so odd! I cant believe i missed that XD

I was thinking the title screen looks bare too atleast around the sides, im not sure what to put though. Ive been thinking of maybe a faded out level.. not sure yet
Title: Re: Lowpoly Mega...Hiro o.O {wip}
Post by: Jakten on November 04, 2008, 02:39:29 pm
(http://img.photobucket.com/albums/v206/MANDRAGGANON/Pixelhirorunexpression.gif) Fixed walk cycle, also tweaked some upper body animation.
(http://img.photobucket.com/albums/v206/MANDRAGGANON/hironewpalette-1.gif) Trying to work on a new palette to make him more interesting looking.
(http://img.photobucket.com/albums/v206/MANDRAGGANON/HIROKAYO3.gif) also created Kayo now
Title: Re: Lowpoly Mega...Hiro o.O {wip}
Post by: Dr. Kylstien on November 04, 2008, 08:56:41 pm
I don't think Kayo should have the same body-shape as Hiro. I think maybe she should have a slightly smaller torso at least. It would be even better if each member were caricatured individually rather than as clones of each other, despite their seemingly uniform appearance.

Edit: Or, perhaps, because of their uniformity. There's only so much variety you can make with just the skins and heads.
Title: Re: Lowpoly Mega...Hiro o.O {wip}
Post by: Luzeke on November 07, 2008, 08:45:51 am
Looks really coool!  :D

But I think you should do the legs shading in the same way you did the arms. That is, making the inner side shadowed. Would make it easier to see which leg is moving when viewing from the side.

 :)
Title: Re: Lowpoly Mega...Hiro o.O {wip}
Post by: ndchristie on November 08, 2008, 02:39:30 am
new skintones are way too harsh i tihnk, and i second the shadow idea, but looking good nonetheless :)
Title: Re: Lowpoly Mega...Hiro o.O {wip}
Post by: hate on November 10, 2008, 06:39:45 pm
i always askd myself how do these people make 3d little people hehe
that's really nice work here, very expressive.
maybe the arms could move a little bit more, not only vertically.
like he was like excited to go on tracks

but really good work !
Title: Re: Lowpoly Mega...Hiro o.O {wip}
Post by: rafaelfe on November 14, 2008, 03:39:43 pm
Wow, this character is awesome! I agree with the idea that the 3D Megaman was kinda boring, but this new one is fantastic. I love the cartoonish style too. Please post the wires!  ;D
Title: Re: Lowpoly Mega...Hiro o.O {wip}
Post by: yosh64 on November 18, 2008, 06:44:09 am
hey

I must say I really like these also, reminds me of those from Zelda Phantom Hourglass, which I really like.

Keep at it!

Hmm, I might have to have a go at such things myself, I've done quite a bit of 3D Modelling before (hardly do any now days), but I never created such lowpoly characters, nor pixeled my textures :). Anyhows this kinda inspires me todo so, but I'm not sure, I will have to think about it. I mean, I'm looking to make a sidescroller, and this technique might help me get the graphics done and animated faster, but I'm not sure how it will go in practise, it might take longer to make the maps. Sorry to intrude on your thread about this anyhows.

cyas