characters design & lowPoly
I created a new thread for this one (a adventure game in Flash about colors) - as the other one was more focused on technical archivements. In short the engine uses 3d objects combined with pre- rendered backgrounds.
In this thread I want to share some design processes by me and my other team members (a team by 3 students) regarding the project.
As pointed out earlier it will be about adventure where colors will play a main role. The main character is a younger girl that has a limited eye-sight she cannot see all colors in her environment- but she can kind of learn to see her missing colors. Today I have been designing a few main character designs
http://www.renderhjs.net/bbs/flashki...r_concept2.jpg
these 2 are colored pencil drawings (scanned 300ppi) in Photoshop with a tablet mostly with solid colors wich makes it easier to adjust the colors (PS> ctrl+u) and to find ones color tones. The game starts in less colorfull environments hence their modest colors.
I plan to unveil more and more designs and workflows in this thread as the project evolves- wich will explain perhaps afterwards why certain things were done in a certain way, like the colors of the eyes- and what´s behind it.
While the performance of the 3d engine changes from time to time (some builds faster, other ones slower). I plan a overal triangle count of 300 for each important character (a scene would have about 900-1200). So I tried creating 1 of the girl designs as a 300 triangle Mesh. A great inspiration on how to reduce the polycount was this thread on polycount.com. Here is what I have so far:
http://www.renderhjs.net/bbs/flashki...screenshot.jpg
demo
note that the textures are not yet complete- right now this character is not final she could eventual change next time.