Holy Diver,
"The texture itself would look a lot better if it was actually very much like that helmet on the bottom."
Do you think it needs more noise and 'bumpiness' to it? Im very careful with how I use my noise these days.
"Just trying to help you make your skeleton as good as your helmets there, so others can get a lot of mileage out of them one day. "
Thanks. I didnt create the helms by accident though. Id like to spend more time on it and I possibly will. If I decide to add other interesting parts to it then ill keep what you said in mind, maybe ill share my work with others to use but its not something ive given much thought to. Redoing something ive made for others to use is something im willing to work on, eventually.
" I just can't think of doing a skeleton this detailed in a game."
People always talk about how lazily game assets are created, so I decided to get something right and create something more true to life. I dont find highly stylized skeletons appealing, and for me skeletons in my game are pretty important.
If you have seen, maybe you cant, certain models especially the helmed skeleton is missing alot of ribs and other parts deliberately. I created a part in the texture for ribs, broken / decayed arms that will have see through and frayed sections.
"Plus spinal columns are tough. Wrapping it in sinew would do the trick. "
Thats good. Ill bare that in mind. The spinal column has alot of detail in the texture to indicate where sinew would have been.
John,
"I think the skeleton looks great as is, but adding flesh/sinew clumps here or there isn't a bad idea for a second version."
Ill be doing a number of different variants, so ill probably add the more mummified state to some of my models. That'l look scary.
"I assumed you would make alternate versions as the need arose - like you did with your first skeleton."
Thats my plan! Ill be placing some skeletons in corridors with spears, so that you can either try to rush their long ranged thrust or go around them.
The two axe psycho will be around too.
"I'm sure there is always room for improvement and always new techniques to learn that reduce polys without losing much quality, but what I see in the screen shots is WAY better than "good enough". "
If I fuss over things at this stage it will seem like im not making progress, and thats the last thing I want... So alot of tweaking for 'community' models and so on will likely come alot later.
Thank you both, I appreciate the feedback, and when you play my game you'l see the influences you gave me to help support my project.
"The texture itself would look a lot better if it was actually very much like that helmet on the bottom."
Do you think it needs more noise and 'bumpiness' to it? Im very careful with how I use my noise these days.
"Just trying to help you make your skeleton as good as your helmets there, so others can get a lot of mileage out of them one day. "
Thanks. I didnt create the helms by accident though. Id like to spend more time on it and I possibly will. If I decide to add other interesting parts to it then ill keep what you said in mind, maybe ill share my work with others to use but its not something ive given much thought to. Redoing something ive made for others to use is something im willing to work on, eventually.
" I just can't think of doing a skeleton this detailed in a game."
People always talk about how lazily game assets are created, so I decided to get something right and create something more true to life. I dont find highly stylized skeletons appealing, and for me skeletons in my game are pretty important.
If you have seen, maybe you cant, certain models especially the helmed skeleton is missing alot of ribs and other parts deliberately. I created a part in the texture for ribs, broken / decayed arms that will have see through and frayed sections.
"Plus spinal columns are tough. Wrapping it in sinew would do the trick. "
Thats good. Ill bare that in mind. The spinal column has alot of detail in the texture to indicate where sinew would have been.
John,
"I think the skeleton looks great as is, but adding flesh/sinew clumps here or there isn't a bad idea for a second version."
Ill be doing a number of different variants, so ill probably add the more mummified state to some of my models. That'l look scary.
"I assumed you would make alternate versions as the need arose - like you did with your first skeleton."
Thats my plan! Ill be placing some skeletons in corridors with spears, so that you can either try to rush their long ranged thrust or go around them.
The two axe psycho will be around too.
"I'm sure there is always room for improvement and always new techniques to learn that reduce polys without losing much quality, but what I see in the screen shots is WAY better than "good enough". "
If I fuss over things at this stage it will seem like im not making progress, and thats the last thing I want... So alot of tweaking for 'community' models and so on will likely come alot later.
Thank you both, I appreciate the feedback, and when you play my game you'l see the influences you gave me to help support my project.