View Full Version : Art style
We are going for a stylized pseudo cell shaded playful look.
Check the attached sheet for more info, detailed examples to follow.
quality metric:
http://boards.polycount.net/showthread.php?t=67311
spurn
11-10-2009, 05:43 PM
brings up a question, are these going to be zombie zombies or more like risen undead that can use weapons here n there
given what I know about the project so far, they will simply shuffle along, think tower defense enemies....
http://gamestepper.com/forums/attachment.php?attachmentid=32408&d=1257978538
Scott_TallChair
11-16-2009, 06:27 PM
At long last - here is an actual model from the game. I'm putting up the turns of the model, as well as the texture map for you guys to see how it was created and our use of texture space.
This texture is a 512 texture map that was hand painted. I hope this helps!
can we see a wireframe on shaded shot as well?
bmilos420
11-16-2009, 08:01 PM
What engine is this game using? Is it toon shaded in Unity?
spurn
11-16-2009, 09:10 PM
Yay! Thanks for this!
yea prob Unity?
Scott_TallChair
11-16-2009, 10:06 PM
Yup you guessed it, we're using Unity. But this is not truly toon shaded - again a limitation of the device (you can do toon shaders on the iPhone if you undergo some tweaking, but we're making decisions to get the maximum characters onscreen so we're keeping it as simple as possible). We're just painting them in a cartoony way, but not doing true toon shader work.
DrEvizan
11-17-2009, 11:16 AM
Here's a look at the actual mesh for the cowboy character. The final poly count is exactly 1000 triangles.
Fingus
11-19-2009, 06:28 PM
How close to the look of the cowboy sample should we stay in terms of proportions, body type, detail, etc?
I've heard that some studios prefer to have their characters have identical proportions so they can recycle their rigs, which would make sense in this case with the wide range of designs on the zombies.
Scott_TallChair
11-30-2009, 01:15 PM
Don't worry too much about sticking to a particular rig - we want to see the ideas take shape and get a collection of zombies, then we'll work out an animation solution on our end with the winning entries.