Pixelation

Critique => 2D & 3D => Topic started by: Jakten on February 04, 2009, 03:07:08 am

Title: Coelacanth 01 Low Poly
Post by: Jakten on February 04, 2009, 03:07:08 am
A low-poly monster created for my Coelacanth 01 game. I've decided to take make it in low poly 3d. We'll see how well it works out.

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

All crits are welcome.
Title: Re: Donoma Ruya, the eyeless monster.
Post by: Sherman Gill on February 04, 2009, 04:46:44 am
I think you should lose the highlights on the end of the hair, with the possible exception of the tuft on the back.
Great besides that, though!
Title: Re: Donoma Ruya, the eyeless monster.
Post by: ZeroByte on February 04, 2009, 06:30:50 am
This is pretty cool! I think the highlights can stay, it just needs to be a little less saturated. You could also try shadows instead of highlights at the upper parts of the fur.
Title: Re: Donoma Ruya, the eyeless monster.
Post by: Conzeit on February 04, 2009, 05:15:00 pm
hrm...the still version with the outlines looks good...but on the animated one you get a sense of the 3D volume and the way you lowered lightness as you went down on the model just feels off =/ I'd light up the upper back more, and maybe cast a little shadow on his tummy. definitively wouldnt use that dark shade that's all over his butt as abundantly....

very cool char and promising execution tho
Title: Coelacanth 01: The hero
Post by: Jakten on February 06, 2009, 04:30:13 am
Yeah I see what you mean with the highlight looks too noisy and dirty. I'll try to fix up the highlights and the back and post my fixed version in a bit.

But for now here's the hero I just finished.
(http://img.photobucket.com/albums/v206/MANDRAGGANON/coelacanth01rotation.gif) (http://img.photobucket.com/albums/v206/MANDRAGGANON/Picture2-9.png) <-- This is the sprite he was based off of.
Title: Re: Coelacanth 01 Low Poly
Post by: Conzeit on February 06, 2009, 05:08:27 am
the hero I'm liking a whole lot more. The design almost takes advantage of the polygon-ness and honestly I think it looks a lot better than the sprite :p

 think it's really hard to apply as much shadows as you did to that fuzzy character and pull it off
Title: Re: Coelacanth 01 Low Poly
Post by: Memo on February 07, 2009, 07:29:11 pm
Did i ever tell you that i love the choice of colors you used for this?

i hope you dont mind me asking, but what program did you make this in? And are there any tutorials i could follow to do something like this?

thanks!

EDIT: also, i'd like to see the textures :D
Title: Re: Coelacanth 01 Low Poly
Post by: ptoing on February 07, 2009, 10:47:01 pm
The white highlights on the eye should not be transparent.
Your nicest model so far, though. Keep it up.
Title: Re: Coelacanth 01 Low Poly
Post by: Jakten on February 09, 2009, 05:11:26 pm
Unfortunately there isn't any specific tutorial for this but you can find some tutorials which could help you out. I use Maya for my 3D models but I know a lot of people use Blender. For texture I used photoshop. In terms of modeling I learned a lot from this guy (http://www.poopinmymouth.com/tutorial/tutorial.htm) although I also went to school for it. I'd certainly be willing to answer any questions if you've got them.

(http://img.photobucket.com/albums/v206/MANDRAGGANON/coelacanth01textcopy.gif) here is my texture.
Thank for the comments guys, ill have to fix that shine. Also is anyone reading his gun as a boomerang? I had a couple people tell me it does and I'm wondering if I should change it.
Title: Re: Coelacanth 01 Low Poly
Post by: Squiggly_P on February 10, 2009, 11:50:32 am
I saw it as a gun, but now that you mention it, it does sort of look like a boomerang...
You could probably fix it by just adding a sight or maybe giving it a 'grip' feel where it's going up the arm there.  Possibly by just playing with it's proportions (so the part on the arm and the part going down are less similar in size...)

Love this stuff, too :D
Title: Re: Coelacanth 01 Low Poly
Post by: Memo on February 16, 2009, 11:30:43 pm
Well, im using blender right now, and im trying to find out how to turn the anti alias or interpolates  (whatevers making the texture blurry insted of pixely) off.

ive been trying to do this for 3 hours but googles no help today D':
Title: Re: Coelacanth 01 Low Poly
Post by: donom on February 17, 2009, 12:12:55 am
Well, im using blender right now, and im trying to find out how to turn the anti alias or interpolates  (whatevers making the texture blurry insted of pixely) off.

ive been trying to do this for 3 hours but googles no help today D':

Texture Buttons (F6) -> Map Image -> Interpol

Assuming you're using an outside image as texture.. I don't know much either, sorry if this is no help.
Title: Re: Coelacanth 01 Low Poly
Post by: ZeroByte on February 17, 2009, 02:36:40 am
Here's an exhaustive list for getting the pixelated effect for a lot of 3d programs: http://boards.polycount.net/showthread.php?t=51622

You won't see the pixelly effect in the viewport, or at least I can never see the effect in the viewport, its only seems to come out in renders.
Title: Re: Coelacanth 01 Low Poly
Post by: G_Dragon on February 18, 2009, 04:45:25 am
If you want to make it pixelly at render time, you can just turn off the osa. For the real time view, you have to pull down the user interface (just go to the border between the 3d window and the top bar and pull it down), go to System and OpenGL, and turn off mipmapping. I don't know if the interpol will do anything, even if you turn on opengl rendering in the game option.
Title: Re: Coelacanth 01 Low Poly
Post by: Memo on February 22, 2009, 05:18:35 pm
Yay, it worked! thanks guys i'll post some stuff after i make a few more!

:D
Title: Re: Coelacanth 01 Low Poly
Post by: ndchristie on April 17, 2009, 02:23:11 pm
it's a nitty suggestion but i suggest upping the contrast on the brown eye-hole and second the no-trans-on-the-highlight suggestion.

gun looks great, it's pretty clearly not a boomerang, and if they think it is...they'll find out otherwise when he shoots them with it...
Title: Re: Coelacanth 01 Low Poly
Post by: squint on April 18, 2009, 10:31:06 am
I really love the style of these characters, would love to see the wires as I'm guessing they're really low poly?
One thing I'm interested in is if you intend to have them cell shaded in game, like in your rotation
of the hero? The blue outline works really nicely. Top stuff!