Artwork > Finished Works and Works in Progress

Spooky roof WIP

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Modeler_in_the_Myst:

--- Quote from: fromsoysauce on March 23, 2012, 03:07:05 am ---You mean in the anim8or render, right?

--- End quote ---
To adegree, but mostly the gameplay render. All the coils are really noisy in a visual sense, but their lack of shading makes them a rather bland.

cooldude234:
lack of shading could be the type of style however, I've seen many games do that purposely.
Besides that the only thing I can see being smooth on sharp and vise-verse, would be the aliasing on the polygons, and the different stretching of the same texture.

However it looks really good. The thing is, if you do graphics correctly, they can look good for EVER! Even if it has a low polygon count and low resolution textures, it can still look good.
The thing is constancy and completeness, and lettme tell you, you defiantly nailed both.
Cheers to ya!

fromsoysauce:
Cooldude has the right idea. If you take another look you'd notice that NOTHING has ANY shading. When I made the gameplay graphics I went in wanting them to have the same feeling as Paper Mario, I was thinking "If Paper Mario wasn't Paper".

The lack of shading also gives a few advantages:
1) It makes the characters stand out definitely, so they are easy to keep track of even in the midst of chaos.
2) It makes them appear flatter, and I was wanting to give them a more 2-D appearance, and I'm trying to make the graphics look kinda like a Saturday cartoon.
3) The lack of shading makes it to where you cannot pay attention to the shading (form), and in turn let's you pay more attention to the animation and shape.

Also the game does have an AA toggleable function, but I like the look better without it (More or less U3D's AA just looks too blurry).

Modeler_in_the_Myst:
Maybe put less rings on the texture and use more expanses of flat colour.
Right now it just looks so busy it's hard to see the silhouette.

fromsoysauce:
Believe me when I say this: It makes more sense when it's animated.

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