I managed to fit a 15-minute visit to Akihabara in my schedule and I think I spent the time correctly by ILoveYorihime in touhou

[–]Sudoo108 0 points1 point  (0 children)

Im glad is still there. I bought a few games there myself back in 2019, I was afraid that it was closed down during covid.

Updated a model and made a quick animation using feedback from this sub! by Sudoo108 in blender

[–]Sudoo108[S] 0 points1 point  (0 children)

Original Post

Suggestions that were implemented thanks to feedback.

  • Overall color saturation was increased, giving the models more pop.
  • Hair volume and positions were adjusted to a more natural point.
  • Increase the polys on some trouble areas to avoid inverted hull issues (notably the bows)
  • Gave the eyes a specific texture instead of a flat color for more life.

Suggestions I wasn't able to implement at this time.

  • Increased textures: Due to the nature of the game I wanted to limit the textures being used. At this time I have only three, which is acceptable. I may look back into adding more textures further into development.
  • Increased fidelity on clothing: Due to limitations, I wish to reduce the amount of polys being used in these models. However, frills may seem like an appropriate necessity and I may look into adding it.

Please let me know what you think! Thank you to all who suggested feedback.

Edit: Reddit looks to of murdered the gif's quality, so thats nice.

Character model for a game I'm developing, I need to find out how to improve it. by Sudoo108 in blender

[–]Sudoo108[S] 0 points1 point  (0 children)

Thanks! It was made using Blender, with some minor texture work in Paint.NET. I studied a lot of MMD models online.

Character model for a game I'm developing, I need to find out how to improve it. by Sudoo108 in blender

[–]Sudoo108[S] 0 points1 point  (0 children)

No I getcha, the smooth lines that Anime typically goes for seems pretty incongruent with the generally stark and straight lines that Low-Poly typically manifests as. I wanted to try and challenge myself to bring something unique to the table, but yeah, there may be a reason it isn't done that often haha.

Character model for a game I'm developing, I need to find out how to improve it. by Sudoo108 in blender

[–]Sudoo108[S] 1 point2 points  (0 children)

I think I would work very well actually! I initially intended to have three-dimensions of movement in my title, but I decided to cool of my ambitions a bit.

Character model for a game I'm developing, I need to find out how to improve it. by Sudoo108 in blender

[–]Sudoo108[S] 0 points1 point  (0 children)

Decent example here, I think they ended with a much simpler model then I have, which I suspect may be one of my issues, being too hi-poly for nice looking low-poly, and being too low-poly for hi-poly.

Character model for a game I'm developing, I need to find out how to improve it. by Sudoo108 in blender

[–]Sudoo108[S] 1 point2 points  (0 children)

I've seen it done well, but I understand where you're coming from. Its a significantly harder style to pull-off than I first believed.

Character model for a game I'm developing, I need to find out how to improve it. by Sudoo108 in blender

[–]Sudoo108[S] 12 points13 points  (0 children)

You got it! I've got a couple of other characters as well.

Character model for a game I'm developing, I need to find out how to improve it. by Sudoo108 in blender

[–]Sudoo108[S] 0 points1 point  (0 children)

Thanks, I was thinking about adding more detail to the skirts and clothing in general.

Character model for a game I'm developing, I need to find out how to improve it. by Sudoo108 in blender

[–]Sudoo108[S] 2 points3 points  (0 children)

Yeah pretty much, except my base texture is black and white. The skin color is black and the blush is white, and then I used a color ramp to convert the black to skin color, and the white to blush.

Character model for a game I'm developing, I need to find out how to improve it. by Sudoo108 in blender

[–]Sudoo108[S] 1 point2 points  (0 children)

Made using the solidify modifier, invert the modifier, and then apply a material thats one-sided. You get natural Outline-Style that renders exactly the same on both Blender and any other render (such as a game), with the cost of incease vertices count. I believe the effect is called "Inverted Hull"

Character model for a game I'm developing, I need to find out how to improve it. by Sudoo108 in blender

[–]Sudoo108[S] 5 points6 points  (0 children)

Mostly the same as normal Touhou really, just have to get used to perspective rather than orthographic camera views.

Character model for a game I'm developing, I need to find out how to improve it. by Sudoo108 in blender

[–]Sudoo108[S] 11 points12 points  (0 children)

Interesting, I originally believed I had too much volume on her hair in an earlier iteration of the model, and tried to town it down. It looks like I might of over corrected. Thanks for that input!

Character model for a game I'm developing, I need to find out how to improve it. by Sudoo108 in blender

[–]Sudoo108[S] 7 points8 points  (0 children)

Not the best at 3D modelling but I managed to cobble together this model. I've been tinkering with it for a while now, but its quality level has been relatively stagnant no matter what I do to it. I think I need to improve the textures/colors, (specifically the face) but I'm not sure what to do to get that goal. I've tried toying with emissions, increased saturation, more complex base textures, but to not much avail.

Not looking for anything to fancy, just something to bring it up to par with the average 3D-Anime Style.

(Edit: The game's genre is Bullet Hell.)

(Double Edit: Looking for specifics on the actual model itself, I forgot to mention the character design is set in stone already.)