Pyrian on 16/3/2015 at 21:49
I seem to have a case of polish-itis (or tune-itis?). I desperately need to finish this tutorial so I can start getting this game in front of people (it's too different to just drop on anyone without explanation). But with almost every step in the tutorial I get distracted by something that could be a wee bit better.
Random coding confession: C# switch statement's "inability" to carry from one case block to another has saved me several times recently.
Yakoob on 16/3/2015 at 22:46
Renz, thanks for putting some much time and thought into your feedback, I really appreciate it.
About creases - yea they are way smaller than yours, but I actually liked that better when I tried both. It almost feels like going between paper and maybe stucco/clay like in your picture, or even something entirely arbitrary. I thought it was more interesting for the Noir feel (tho contrast is still too strong). Let's assume I'm not aiming for paper or anything in particular and you just saw the screenshots out of the blue without context - what do you think of that approach?
Oh and yea, it actually is a warning red light (the parts are all busted, it's the "shit went down" room that establishes the initial call to action heh). Good tip on ambient, tho unity has only one global ambient per scene so I cant really tweak it per-room and need to rely on local lights.
I realize it's really a matter of taste as you said, but I've become rather insecure about that since the current reception shows my taste is objectively shit :| But if I ever need to learn that, the sooner the better.
(also realized I haven't set up my static props with the right tags and they were getting double-lit by lightmap and realtime, which is yet another reason why all my old shots look like ass heh)
I'm still mulling the potential of straight-up cartoony just because it seems a bit of an easier/safer approach (even tho I don't like it as much).
Quote Posted by Pyrian
I seem to have a case of polish-itis (or tune-itis?). I desperately need to finish this tutorial so I can start getting this game in front of people (it's too different to just drop on anyone without explanation). But with almost every step in the tutorial I get distracted by something that could be a wee bit better.
Lol i get that all the time. "Need to just test this new guard pattern. Oh wait that pipe is a bit out of place..." - 2hrs of level redesinging ensues :laff:
nicked on 17/3/2015 at 06:51
There are some fantastic scrunched paper textures on cgtextures: (
http://cgtextures.com/) http://cgtextures.com/
Look under
Paper > Crumpled
Pyrian on 17/3/2015 at 19:32
Holy cripes tutorials are a pain in the butt. I'm sick to death of just clicking through mine to test the later parts. Next time I'm making a short instructional video and calling it a day.
Renzatic on 17/3/2015 at 22:23
You know what I've discovered is the hardest thing in the world to do right? It's not faces. It's not tiny mechanical details. It's hands. Freaking hands.
Inline Image:
https://dl.dropboxusercontent.com/u/3018396/Hands.jpgIt's nowhere near done yet, it looks a little too old man hands for my taste, and it took me at least 3 hours to get to this point. But hands, damnit. HANDS!
On the plus side, (
https://dl.dropboxusercontent.com/u/3018396/Character.jpg) my little character doesn't look quite so creepy anymore. Besides, you know, the clawish old man hands on a cartoon character thing.
And Yak, I'll answer you here later on tonight. When I'm not obsessed with hands.
Fafhrd on 18/3/2015 at 20:54
One thing I've been experimenting with re: sculpting is roughing out the shapes with metaballs/capsules/whathaveyou to get the proportions right, then converting that to mesh and sculpting it. That process might make hands a bit easier.
Renzatic on 18/3/2015 at 21:31
That's what I did. The tutorial I'm doing wanted me to start from a low poly UV sphere, and sculpt everything out using Dynamic Topology (which is really handy). I couldn't do it, so I watched another bunch of tutorials aside those and learned how to edge model the face, and box model the hand.
Inline Image:
https://dl.dropboxusercontent.com/u/3018396/HandSculpt2.jpgInline Image:
https://dl.dropboxusercontent.com/u/3018396/HeadSculpt.jpgThe hand is sculpted to hell and back, but I did the face mostly the old fashioned way, only using my sculpt tools to adjust and define bits and pieces, and sharpen up the edges of the lips.
Renzatic on 19/3/2015 at 05:28
(
https://dl.dropboxusercontent.com/u/3018396/HandSculpt3.jpg) I did it!
This was not easy. My fingers ended up being overly long, but that's because I went stupid and sculpted most of it in ortho view, and the fingers are a little flat looking on the inside. Other than that, it turned out surprisingly well for my first real hard sculpt.
Next up: a jacket.
henke on 19/3/2015 at 06:00
Very nice! I like all the creases and details in the palm. The thumb still looks a bit too small tho. I think the length of it is fine but it needs to be thicker.