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Author: IsadistI
HomeForum Home› Best Of


BEST OF

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RE: 3D ACTION GAME DEVELOPMENT

Okay so a lot of things done. I made schedule for 70 hours per character but I
have finished the last three in about 12 hours or less. This is first draft of
characters and not including animations, but nonetheless it seems like this art
style is certainly a lot faster. A lot less technical things to think about so
more energy just to focus on the characters which is nice. As for how it looks,
I guess I'm starting to dig it, though it doesn't really matter what I think.
Have to get trailer made and see if people will wishlist or not. 

Did a little more work on the levels geometry and a lot of shader stuff. Setup a
very simple fake lighting system, just tint faces in a certain vector. Also some
fake local lights where an actor can be placed to indicate local light source
and it lerps a material parameter collection color to change tint of overlapped
characters. 

Way i am doing characters is that i have a color swatch texture and i just make
cuts into the geometry for uv shells and place them over different color
swatches. So no texture painting. To me it feels too simplistic, but I look at
the reference art style and it really is very simplistic... but it has style.
For now I avoid urge to fix anything - just knock out character as quick as I
can and once they are all done and I make the trailer/gameplay, then I'll
consider what to fix. 
For now I just give everyone a quick rig and either some mixamo animations or a
pose. I feel like I can't get a proper gauge on how the character actually reads
until it's in some sort of pose in the game. 

Gilgamesh and ereshikigal. I dont think they would be chilling together in
historical canon but whatever, it's my game and they got a thing going on. And
it's going to be a crazy boss fight. Gilgamesh looks kind of like a robot to me
for some reason, and not instantly telling me he's an ancient Babylonian. I may
need to add one of those funny hats. Jet black might not be the best color for
him, perhaps brown skin and darker hair. But will save tweaks for future after
some testing is completed. 
Ereshkigal has plans to use some animated textures, because she will be kind of
like a ghost. I want some scrolling cuniform text overlayed on her skin and if I
can manage it, some sort of smokey, ghastly wings. But I'm happy enough with her
design for now.


Dunno if i already posted or not but minotaur was my first attempt at this new
style. His face isn't clear so fix that later. Gorgon is the newest, ignore some
weird clipping it's just a quick job with the rig and I probably give her some
different accessories. But I think the abstract snake skin works well. Not sure
I keep her so green like that, but its nothing to change the colors, just move
some UV shells. Her color will ultimately depend on her level and I haven't
fixed a color scheme for that yet.


The amazon hero. Feels a little like a pixar character or something to me, I
kind of wanted her to look tougher, but I'll probably develop this art style a
little further after I get through all the characters, then I may have a better
idea how to polish her. One problem having with the female characters is that
all the faces kind of look the same. With flat colors its mainly the shape of
the eyes and lips and shape of the hair and how it frames the face that makes
the character, it seems. Kind of hard to find variations without it looking
weird. But will probably get better at it as I go.


Alex_J
3 ·


RE: BEST 3D HARD SURFACE ARTIST(S)

No Matthias Develtere love? C'mon bois https://www.artstation.com/devmatt
Justo
3 ·


RE: ANYTHING TO KEEP IN MIND FOR MY FIRST DAY?

If you dont understand quite what you're being asked to do then there's no shame
in asking for more clarity - this applies in terms of work, filling in your
tasks, whatever

oh - and don't be the first person to drop a c-bomb in a meeting


poopipe
3 ·


RE: THE BI-MONTHLY ENVIRONMENT ART CHALLENGE | MAY - JUNE (90)

> ZacD said:
> 
> 
> 
> Blocking out, setup some spline blueprints for the tunnel, lighting seems like
> it's going to be a bit tricky to get it right and a lot of faking things.


I think the proportions are really great, they do emphasize the size of the
space. I am really looking forward to see how you tackle those mushrooms!




This is the first time I am trying one of the Environments, so I'm kind of
scared, but excited as well. Masks are my obsession, so this is the perfect
project for me to begin with.


This is a quick blockout made in Blender, just to throw in Unreal and have a
feel for proportions. Im going more for a playable space, rather than a perfect
duplicate of the concept.





Pep_mepla
3 ·


RE: THE BI-MONTHLY ENVIRONMENT ART CHALLENGE | MAY - JUNE (90)

Started the blockout today

miriuk
3 ·


RE: THE BI-MONTHLY ENVIRONMENT ART CHALLENGE | MAY - JUNE (90)

Started a blockout of the market stand:


Fabi_G
3 ·


RE: SPACE WESTERN

Well I'm calling it! It's been a bit since my last post and it's changed quite a
bit. Hope you guys like it I had to down res for Polycount, but there are high
res on my ArtStation.
https://www.artstation.com/artwork/obL48m





Ashervisalis
3 ·


RE: THE BI-MONTHLY ENVIRONMENT ART CHALLENGE | MAY - JUNE (90)




Blocking out, setup some spline blueprints for the tunnel, lighting seems like
it's going to be a bit tricky to get it right and a lot of faking things.
ZacD
4 ·


RE: MY CAR THREAD - LOW TO MID POLY CARS




This has around 60,000 tris, but it does have some undercarriage parts, which I
might take off


Ruz
3 ·


RE: IS THERE A QUICK WAY TO MAKE A COLOR PALETTE TEXTURE?

Well, FWIW : 



pior
3 ·
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