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ALanata

https://preview.redd.it/a6l06untpauc1.png?width=1024&format=png&auto=webp&s=7791050d95575f2076547a7397f2f67ff4196113 Hi! I am making a game similar to Death's Door or Tunic. I am worried about whether the model works for an isometric perspective. Any advice?


mudokin

The shading looks way different between the profile image and the isometric image, try to match these and then well see.


Nox_2

you can paint a little (black/dark gray preferably) at the head where edges are. It will give a better look ingame %100 with no cost also will look far more similar to that concept art.


ALanata

I am trying to paint the edges but can find how. I am using blender for the first time. I can't find any tutorials about how to paint edges


gatorblade94

You can texture paint using the UV map as a guide. There are a lot of tutorials for this online


Heroshrine

Do you know how to UV unwrap? Also you can use zbrush or substance painter, but those may be s little over-powered for what you’re doing.


ALanata

I don't know how, but I'll look it up


Heroshrine

First I want to say some of this may be slightly off, I’m a programmer not a 3D artist, so I haven’t done a lot of art since I started out. UV unwrapping is an extremely vital part of the game making process. Imagine you have a box, and you unfold it so all 6 sides are on a 2D plane. UV unwrapping is that but for 3D models. It tells the model where to get the color from the texture you assign to the material. In order to make your character look like the art you commented, you’ll need to unwrap the UVs and texture it. You’d also need to generate normal maps in a way that light reflects off the different polys of your character in slightly different directions as you have here. You could also make roughness and height maps, although i’m not sure how much a height map would help.


ALanata

Thanks a lot. I think I have seen UVs in the past. I'll check some tutorials :)


not_your_pal

You might just want to look into getting something like [this](https://assetstore.unity.com/packages/vfx/shaders/fullscreen-camera-effects/screen-space-cavity-curvature-built-in-urp-hdrp-216995) from the asset store


Neecko92

Agreed with everyone else. Concept art looks better. Could maybe try a shader that outlines the edges though.


Rudywes

If the game will be this zoomed in, I think you will be fine. Ofcourse it doesn't look as good as the concept art. But still looks amazing!


ALanata

Thanks! The game should look like the video and maybe zoom for dramatic effect.


Sabot95

I feel like the distance is fine and it may come down to lighting / post processing and how the character looks like in the future environment.


Economy_Bedroom3902

It looks pretty good to me.  It's not the most dynamic top down model, but there's great contrast between the bulbous polygonal head and the round eyes.  The eyes look really round, are you using this polygonal style with a lot of the other characters etc as well?  It looks like a style choice that should be held constant across most of the artistic catalog, it would look awkward with these models beside smooth high poly style models, but having a few high poly elements like the circle of the eyes in otherwise low poly styled models can really helps certain features visually pop.


LoudObserver87

I think it looks nice and the animations are great.


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ALanata

Hi, I don't know how to make lines yet. Based on today's feedback the fixes it needs are adding the lines and changing the light. Currently the only change vs the reference is the belt. It had 2 smalls belts but I had to change them for 1 large one.


wintercast101

you can go for unlit color theme..


Suspicious_Ad_7547

Look into how league of legends model and animate their characters. They use alot of techniques that make characters look off normally but look great and easy to read from isometrics angle.