Hey, this is great stuff! I'm experienced with Unity3D development, be glad to help you get into it if you're looking to get some simple mockups going.
I've got the code down for the character controller, there's some janky stuff going on with the camera and parenting the CC to platforms, other than that I'm trying to finish some art assets since I wasn't happy with my last attempt.
I have most of the animation sorted out but essentially I'm just rebuilding this in unity:
Those anatomy studies are absolutely killer I'm curious what you're referencing for those? Regardless, it's great to see all the 2D stuff on this page! Everything looks solid and well-constructed. Keep it up!
I just look at whatever's on google images really and base conclusions on what I analyse, nothing I directly copy. I used to store reference folders but in the end you're just recreating google images so I stopped in the end lol The general idea is to create shapes I can re-use easily, so I start with the original in all it's glory and start simplifying to find easy to use recurring shapes.
I have some older studies you can look at if you want:
Structurally she looks much improved compared to the zombie lady, nice work!
Its crazy how structural and exact your process is. Are they WoW characters?
Thanks dude, I never asked actually but some of the reference seemed to be like WoW fanart, the dude is wearing the starter armor from Darksouls, not as recognizable without the helmet
I realized that I couldn't copy someones style of rendering because it's a representation of their understanding of fundamentals so it's back to basics
Figured out an interesting way to blend the color, just follow the shape of what you're blending over, like if its a cylinder you make cylindrical strokes over it
Hey man, its awesome to see your project is still moving along!
For your lady, I get that its stylized and I love her muscles, but I feel like you are pushing the hourglass on here a little too much, so she feels really unbalanced and top heavy, like her midsection could snap.
The proportions make her look like shes a balanced force, Its not like top heaviness never happens, but because of everything, the boobs, the sword, the delts, I think just a bit more to that core would make that character awesome.
Anyways, the level design looks crazy! and I love the little door/hallway studies, those look great.
Hey man, its awesome to see your project is still moving along!
For your lady, I get that its stylized and I love her muscles, but I feel like you are pushing the hourglass on here a little too much, so she feels really unbalanced and top heavy, like her midsection could snap.
The proportions make her look like shes a balanced force, Its not like top heaviness never happens, but because of everything, the boobs, the sword, the delts, I think just a bit more to that core would make that character awesome.
Anyways, the level design looks crazy! and I love the little door/hallway studies, those look great.
Thanks dude, it is definitely a struggle trying to find design balance with this in particular, I think I will need to sit down and make a bunch of studies on it than wing it like I did with ref like this:
The idea is that they're both overgrown for a human, and not just muscular compared to their gender, yet at the same time their gender must be distinguishable. I'm trying to avoid this sort of thing from happening lol:
@Iruka your initial observations about the core really helped I found some wonder woman ref and it seems like its working out better, there were some additional limitations or motifs I imposed as well, male being more angular and wider wrist and female being more curved with smaller hands/wrists
I think the sister is done now, will finish the brother before orthos and 3D
Things in the story have changed, hopefully for the better. Less convoluted reasons for looking the way they do made it easier to design them, should have a bit more personality/style now.
Love the colors on her, and her freckles. I think you hit a nice balance on her, she doesnt look like shes going to snap in the middle anymore, and her arms look like they could really do some damage.
The leggings are also super fun! I'm glad you kept experimenting with the style.
@Iruka thanks dude, it's been quite a rollercoaster, though some of the feedback I got on her from other sources aren't quite convinced she's half elf half ogre, I'm not sure if this is an issue of context (of what ogre's/elves look like) or if its clarity issues, so some more experimentation with her face is abound.
For the style I was closely looking at this dude, because he has a very interesting way of describing the waist line without using a pinch; the style is really malleable for wide to small characters. It's sort of a box surrounded by an oval on top and a rhombus on the bottom. Sometimes a new perspective makes all the difference.
Thought I'd dump some of the older concept art that led me to the above. Originally she had a more stylish haircut but it seemed to invoke a very different perception of her personality so that had to go, the saturation of color got dialed down a lot to be more in line with the whole shy concept, then I stole Violet Parr's haircut since I couldn't find anything more shy than that, there was even one with a fluttershy haircut but the latter was picked in feedback. I also figured out if you want to make a woman look muscly yet feminine, you can make the chest space smaller, encroached by the shoulders when you don't want to emphasize breast size, if you put massive pectorals I always ended up adding larger breasts to balance out the design.
Posts
I've got the code down for the character controller, there's some janky stuff going on with the camera and parenting the CC to platforms, other than that I'm trying to finish some art assets since I wasn't happy with my last attempt.
I have most of the animation sorted out but essentially I'm just rebuilding this in unity:
I'm not too concerned about AI right now, as for the digging I'm going to fudge it for now till I figure a better way to handle it.
I just look at whatever's on google images really and base conclusions on what I analyse, nothing I directly copy. I used to store reference folders but in the end you're just recreating google images so I stopped in the end lol The general idea is to create shapes I can re-use easily, so I start with the original in all it's glory and start simplifying to find easy to use recurring shapes.
I have some older studies you can look at if you want:
The original size was smaller but the client wanted bigger cannons on her
Its crazy how structural and exact your process is. Are they WoW characters?
Thanks dude, I never asked actually but some of the reference seemed to be like WoW fanart, the dude is wearing the starter armor from Darksouls, not as recognizable without the helmet
edit: cause uh, you're very good at it. carry on.
Thanks dude! Here's the whole thing
Concept art
Level design is in full swing
Main character concept art (gender flip in there too)
Story nugget
For your lady, I get that its stylized and I love her muscles, but I feel like you are pushing the hourglass on here a little too much, so she feels really unbalanced and top heavy, like her midsection could snap.
When you look at chicks who are absolutely shredded, they tend to have a more solid core
http://s1.1zoom.net/big0/468/Fitness_435976.jpg
http://media.tumblr.com/tumblr_luxacm3qTQ1qcox3l.jpg
For a stylized representation, I think Cerebrawl has a great character:
http://67.media.tumblr.com/d42274221f22295cd51e807943891a96/tumblr_inline_nuyjp1vhKB1tyb1y2_540.jpg
http://static1.squarespace.com/static/56030173e4b0ecc5314361e6/561de13ee4b071e15f35f822/561de13fe4b0ae904e8b3c1c/1444798791198/super_punch01.gif?format=500w
The proportions make her look like shes a balanced force, Its not like top heaviness never happens, but because of everything, the boobs, the sword, the delts, I think just a bit more to that core would make that character awesome.
Anyways, the level design looks crazy! and I love the little door/hallway studies, those look great.
Thanks dude, it is definitely a struggle trying to find design balance with this in particular, I think I will need to sit down and make a bunch of studies on it than wing it like I did with ref like this:
The idea is that they're both overgrown for a human, and not just muscular compared to their gender, yet at the same time their gender must be distinguishable. I'm trying to avoid this sort of thing from happening lol:
Some non broken things
More broken things
@Iruka your initial observations about the core really helped I found some wonder woman ref and it seems like its working out better, there were some additional limitations or motifs I imposed as well, male being more angular and wider wrist and female being more curved with smaller hands/wrists
WEnt back and spruced up the front view, will go to town on the others later
also You should make a youtube video of all your glitches and just name it "gamedev is my passion"
@Iruka I totally should make a "gamedev is my passion" compilation, gotta get a new HD to store all that dankness
I think the sister is done now, will finish the brother before orthos and 3D
Things in the story have changed, hopefully for the better. Less convoluted reasons for looking the way they do made it easier to design them, should have a bit more personality/style now.
The leggings are also super fun! I'm glad you kept experimenting with the style.
For the style I was closely looking at this dude, because he has a very interesting way of describing the waist line without using a pinch; the style is really malleable for wide to small characters. It's sort of a box surrounded by an oval on top and a rhombus on the bottom. Sometimes a new perspective makes all the difference.
The style exploration is fun, I do like the new hair over the old style.
Terrified really, just trial by fire and all that, gotta shake shit up or face crushing stagnation