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Thread: characters design & lowPoly

  1. #61
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    i wasn't going to say anything because i don't have anything positive to add that hasn't been said already (it looks fantastic).

    but! there's something that bugs me about the statue. there's no edge to it. it reminds me of the design of the lego star wars games. i think making its face quite a bit meaner perhaps could have a positive impact. again, i only mention it because everything looks so good and i want it to be just that little bit better!

  2. #62
    Ryan :D ryanp321's Avatar
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    Jesus thats amazing!
    You are seriously gifted.
    Ryan :]

  3. #63
    Pumpkin Carving 2008 ImprisonedPride's Avatar
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    Looking like good stuff as usual Render. However I am compelled to ask, if you have the free time to model these things, why not wrap up Tank Move?
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  4. #64
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    tank move was a smal side project for the uni-to be excact for my psychology housework. This is a main project meaning I get automaticly more time reserved for it.
    so no more tank move dsicussions here

    instead another female character model: the mother:

    I am not yet pleased with the texture because its little bit boring around her belly and some more xtra details might be nice (like the hairs and her neck).

    At first I worked on this sketch but then I noticed that she looks so different from my first character so I played a little bit with her. Changed the eye- style,- gave her a little bit more volume in the head.

  5. #65
    Senior Member hatu's Avatar
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    Looking good. Maybe you should edit the font abit. Looks like it says AN EBIC ADVENTURE

  6. #66
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    looks good. i still think it needs a little shading to give it some roundness. it looks a little flat right now
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  7. #67
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    more details and shading:

  8. #68
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    since I finally can use animations in my engine I made this walkcycle test - to be tested soon in my engine:

    some animator at a different forum said that having such a few polygons around the arms might be a problem - but I think it still works pretty well wich is a relief for me right now- as I thought there might be some problems there as well.

  9. #69
    Script kiddie VENGEANCE MX's Avatar
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    Very, VERY nice work, render.
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  10. #70
    FK founder & general loiterer Flashkit's Avatar
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    Loving that little hip sway. Nice nice motion. Great engine... you've even got me inspired enough to have been rendering in 3dmax so keep up great work.
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  11. #71
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    awesome walkcycle dude. a small crit if i may;
    i don't think the head should move right to left. it looks like she is lookin all aver the place.
    the feet fall right in front of each other. like she is walkin on a tight rope.
    you may have both of these on purpose because; a) she IS lookin everywhere b) she will walk in some tight spaces. it's just that they look a little odd without an environment.
    Last edited by BlinkOk; 05-20-2008 at 05:26 PM.
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  12. #72
    Script kiddie VENGEANCE MX's Avatar
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    Quote Originally Posted by BlinkOk
    the feet fall right in front of each other. like she is walkin on a tight rope.
    Actually, I've seen in psychology books and animation books, women's walk cycles being described as "tightrope-walking", caused by evolution. They put one foot out in front of the other, taking small steps so that their legs cross in front of each other, protecting the... (Flash Kit is G-rated, right?)... important bits that lie in-between.
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  13. #73
    Elvis...who tha f**k is Elvis? phreax's Avatar
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    I think the animation looks a bit artificial and also the upper body walks a bit like a body builder. I would probably try tugging the arms in a bit, the shoulders a tiny bit down and pull the thumbs in, to make her look more relaxed.
    She is a MILF though
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  14. #74
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    well guys I wrote walkcycle test,- you´d be suprised how quickly I crunched together that animation- just as a test animation. Not even sure if the mommy will walk at all,- she´ll rather will do some laundry work or cook in the kitchen- so more static type of animations.
    But what I liked already about that test animation is the skirt how it moves even though its very low poly (about 300 triangles now).

    The main girl however will have 2 walkcycles (normal & sprint)- I´ll post them of course once I start with them. But since I am yet to code some of the important animation code I´ll start with this mommy walkcycle test first,- to see if it will work with the timing in the engine.

  15. #75
    Elvis...who tha f**k is Elvis? phreax's Avatar
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    Haha, alright alright The skirt really does move well. I think I'm speaking for all when I say you need to stay up all night, so you can show us some more
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  16. #76
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    character progress:

    the girl gets new textures,- the old ones were to boring and to bright. The tall guard is actually done by a friend of me,- the rest is my stuff

  17. #77
    formerly hooligan2001 :) .hooligan's Avatar
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    Wow man, I love it. Cartoon style textures work really well. Looking forward to the end product. The idea behind the game reminds me of Dreamfall - The longest journey.

  18. #78
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    This project is awesome! ^_^

    You have inspired me to have a go at some 3D for flash too.

    Would you mind sharing how you modeled the hands for your low poly character? I can't seem to work out how to do it

    Thanks, and good luck!

  19. #79
    Custom User Title Incrue's Avatar
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    Quote Originally Posted by renderhjs
    some animator at a different forum said that having such a few polygons around the arms might be a problem - but I think it still works pretty well wich is a relief for me right now- as I thought there might be some problems there as well.
    What kind of problem?Seems ok to me, do you care of posting the link to this other forum?

  20. #80
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    @Incrue: usually for a propper rigged character you need at least 3 or 5 loops round bending elements such as elbows, knees and the neck- without them shapes can collapse esspecially if they dont have much voume like the arms of my characters.
    about that other forum,- it´s polycount

    still many textures in progress but I wanted to share a larger piece of the characters so far:

    today I have been working on the textures of the sick sister:

    as you can see all have a absolutely polygon limit of 300 triangles as this is a value I seem to have good results in my engine displaying 2-3 characters animated ot once.

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