skydereign wrote:The model looks pretty awesome. The head I think needs a little work, he looks a little too cartoonish right now. But I look forward to seeing an animated version.
Thanks, I appreciate the input. And yeah, I agree the head is the weakest part. The hair is what I was specifically concerned about, but the head maybe looks to immature? I could do a number of things, such as alter the shape of the face, give subtleties like facial hair, change the shape of the eyes, etc. Also some better textures would make things grittier perhaps.
The thing is, I'd like to keep it simple, so important details don't get lost. I also just realized that I rendered him at almost double the resolution of the your first sketch. At a smaller size, details get even more lost, I almost considered removing his mouth entirely (as per your original concept art). Any other input/suggestions would be appreciated.
Half res-
Full res-
Nevertheless, I'll still cook up some walkcycles and whatnot to get the ball rolling. It should be pretty easy to swap out the head later on.
Are we going to have 360 degree aiming (or 45* increments etc)? If so, we should split the upper body and the lower body into two separate actors and in effect, separate animations.
Also, we could have a different sprite for each weapon, and parent it to the body actor as an overlay image, or we could have a separate character animation for each weapon option (I think when it comes down to this size, the latter option would have a smaller memory footprint).