One thing i've been thinking about during this project has been...'please oh god dont let this turn into some kiddy game'...i'm at fault myself for struggling against it for soooo long.
For a while now i've been wondering as well if my texture were working the way they should, for me they've been looking extremely muddy (and i've tried to correct this with increasing saturations, but the chemistry of the character style and the environment hasn't been there for me) so now i'm trying something new.
I mentioned early on that i was highly inspired by the soft looking renders of Pixar movies, and i'v trying to emulate this on an ipad :S - clearly textures with high detail on a 512x512 size isn't the way to go :(.
So this is basically where i am now, at a crossroads....should i go with the grimey look of this?
To be fair, alot of low poly art has really influenced me these last 2 days (especially making the Tristan character ready for rigging had me looking up how to work with vertex coloring...and the awesome stuff that can come out of fill colors).
Granted it wouldn't just be full vertex colors, the models in this changed style would definitely need some textures - but colors would be the defining factor, NOT the amount of detail in them.
I'm trying to adhere to limitations of the platform even though my artistic sense is tinkling with this new one too...it could come off awesome (like the Crash Bandicoot vibe i'm getting! :D)



Grimey ftw! Seriously, it looks badass.
ReplyDelete;) Hehe, i could see both working - its a matter of who the audience for the game is :P...always loved the ratchet & clank /Crash/ Spyro styles...
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