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My first 3D character!

Started by
5 comments, last by JohnnyCode 8 years, 11 months ago
I'm a good coder but noob at game design and drawing so i need some feedback from you artists smile.png

This is the very first game i'm working on, a grid-based puzzle with isometric view and 3D graphics to be able show some cool perspective effects easily (bird's eye views, close-ups, etc.)

The main character i made is this kind of half beetle and half bear

http://i.imgur.com/3FLYS1I.png
http://i.imgur.com/Rje3E1E.png
http://i.imgur.com/xJBF60K.png
http://i.imgur.com/azxABnw.png

--- More info ---

Vertices: 101k , of which 27k for the character and 74k for the napkin

Faces: 100k , of which 26k for the character and 74k for the napkin

Target platforms: Smartphones, tablets, web browsers and Windows Store.

3D editors used: Blender for geometry and animations, 3D Coat for textures.

The lips and fur are not polygonal but are made with the normal map.

Inspired by this 2d character: http://fc09.deviantart.net/fs70/f/2012/306/a/a/red_beetle_by_gingarts-d3b7htm.jpg

There will be no close-ups on the character during the game, or maybe a little farther than in the pictures



--- Feedback ---

- Those orange eyes without pupils are not very expressive, how can i make them more "friendly" ? I tried drawing white pupils but they didn't fit well

- Does the fur look nice? I think it looks like plastic but it may be a shader setting issue in Blender. The model will be used in Unity so i'll need to find the right Unity's shader settings to make it look like fur.

- Are the verts a bit too many for a character like that? Would this model kill the performance on recent smartphones like Samsung S4/S5 or iPhone 5?

Any other suggestion to improve it is appreciated!
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It is for sure....weird. It looks like you tacked on the two animals instead of it being like something that was done naturally. Maybe some color differences...but it needs something to make the head match the body somehow, so it looks like it belongs together, even if they are different animals.

"Friendly" at least in a classical sense is done with curvy models, and heads bigger than normal. I'm not an expert on the subject but it seems you have that down at least. I think the texturing has a bit of a "generic" feeling though. Maybe if you did some more details and color variation it would work better.

Fur- Honestly, it doesn't look like fur to me. But I think the geometry forms aren't bad, rather as you see Blender is using a pretty generic spec/diffuse shader from the looks of it. Plus, you don't appear to have things with smooth shading, rather flat shading, and then you use way to many polys in order to smooth things out. If you switch what needs it to smooth normals, you can get a nice smoothly curved surface, and lots less polys too.

And geometry-I think it is a lot of it, especially that napkin. What engine are you intending on using to create the game? If this is the only character on screen and not much else, I'm sure it is fine. Mobile devices tend to have more fill-rate issues than PCs as far as I understand it. But even if you can get it working, you are probably better off trying to optimize what you can. For example, I think the bear fur would be better as smooth geometry, and then this high poly fur(sort of) could get baked into a normal map. Generally a normal-mapped shader is cheaper to run than all of those polys. That napkin is also so small, that it doesn't warrant that many polys either. It has more than the rest combined!



It is for sure....weird. It looks like you tacked on the two animals instead of it being like something that was done naturally. Maybe some color differences...but it needs something to make the head match the body somehow, so it looks like it belongs together, even if they are different animals.

"Friendly" at least in a classical sense is done with curvy models, and heads bigger than normal. I'm not an expert on the subject but it seems you have that down at least. I think the texturing has a bit of a "generic" feeling though. Maybe if you did some more details and color variation it would work better.

Fur- Honestly, it doesn't look like fur to me. But I think the geometry forms aren't bad, rather as you see Blender is using a pretty generic spec/diffuse shader from the looks of it. Plus, you don't appear to have things with smooth shading, rather flat shading, and then you use way to many polys in order to smooth things out. If you switch what needs it to smooth normals, you can get a nice smoothly curved surface, and lots less polys too.

And geometry-I think it is a lot of it, especially that napkin. What engine are you intending on using to create the game? If this is the only character on screen and not much else, I'm sure it is fine. Mobile devices tend to have more fill-rate issues than PCs as far as I understand it. But even if you can get it working, you are probably better off trying to optimize what you can. For example, I think the bear fur would be better as smooth geometry, and then this high poly fur(sort of) could get baked into a normal map. Generally a normal-mapped shader is cheaper to run than all of those polys. That napkin is also so small, that it doesn't warrant that many polys either. It has more than the rest combined!


What do you think of that 2d character which inspired me?
That too is an hybrid half beetle and half monkey or bear maybe , and it looks good to me, so i tried to replicate it because i knew it "works" ...maybe i was wrong.


Fur: in the diffuse texture the fur it's all a flat brown color, but i painted the normal map with a grass-patterned brush to make the hair.
I thought that was the way to go, otherwise you have to use particle systems which look better but are hard to compute.
I think baking polygonal furs on normal map would lead roughly to the same result as painting with a grass pattern on the depth channel, no?
I'll try it but i'm sure a particle effect is the best way


"What engine are you intending on using to create the game?"
Unity 3D
Okay i'll optimize the verts with a Decimate modifier on the napkin or i'll rebuild the napkin from scratch smile.png

The inspriration one you used has a cartoon style, and the at least in that pose, there is a clear connection between the white in the body and in the face, so it kind of matches. In your model, there is a clear division line between top and bottom, and at the least in those renders, the style doesn't work like that somehow. It may be something that can be helped with shading(since it is going into Unity3d anyway) but it maybe something where you are better off doing a bit different texture for it. Maybe the white of the face should run down the neck all the way into the belly. Maybe if you somehow on the neck make a blend of sorts instead of having the straight line cutoff like that.

About particle systems, they won't work in Unity anyway. I think I'd like to see what you are talking about as far as "depth" channel. Did you paint a bump map? If so, you may need to bake that into a normal map for Unity to use, depending on the shader you plan to render with.



What about now?

This is the intro scene (WIP) i am creating for the game, and there are some beetle characters in it as well
http://i.imgur.com/z3mkXiR.png
http://i.imgur.com/Fpjy5TC.png
http://i.imgur.com/1fX3pXr.png
http://i.imgur.com/PKJZw8s.png

Do the head and body look "matched" now since it's 100% beetle? smile.png
Do they fit well with the scene and the lighting?
The beetle's verts now are 26,225 and the faces 26,112

In the game the first 20 levels of the puzzle will take place in a scene similar to the screenshots: on the grass and dirt with a fence delimiting the playfield and the forest outside the fence. Sometimes there will be water in the playfield
I need an enemy character, which would you suggest among these ones, taking into account they will die when they fall in the water?

http://i.imgur.com/0iJgPyq.png
http://i.imgur.com/YpuYywQ.png
http://i.imgur.com/9aZ6W7o.png
http://i.imgur.com/FTvniH6.png
(more suggestions?)

The next 20 levels will take place in a cave or volcano with lava and i would need an enemy for that scenario, so it probably should be different than the one in the forest that hardly fits in a volcano
Which do you prefer among these ones, taking into account they will die in the lava?

http://i.imgur.com/u7vQuKE.png
http://i.imgur.com/z55kbzy.png
http://i.imgur.com/FE7prGz.png
(more suggestions?)

Well, the character looks better now to me, as it is matched. I don't know your game idea very well though to be able to really suggest things like enemies. I'd say as long as they fit, you are probably fine.



Though it is realy ugly, I must say that you have made nearly a professional good mapping on the head of the dude.

Thumbs up for the mapping on the head, honestly, you must have started from a simple picture as the intended texture to provide color surface.

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