Coated, Day 02
As all of you can see now, i changed all the characters concept and replaced with new two characters. After i started modeling the main character “the old one” i found it looks bad “i never was a big fan of Oval shapes”. And for the enemy character, i found it looks more enemy than what the game needs, plus it will take more time in modeling & will not match the game theme. May be i use the concept later in a bigger time scale project;
So , am back again with the first character modeled & i have a small tip to share with you guys. First of all here are the character & it is little looks like the “Harmonion” from “Harmonic”, as am not the greatest character designer, but i try to have most of my characters have the same mood. Specially when am working in a very fast workshop like this, i need simple stuff to be able to finish on time;
Ok, what is the tip i want to share ?!
this is the character from your point of vie & i guess in the game it self you may see less than the above picture. So, in case i ahve lots of characters in the level, i may need to reduce “Optimize” the model it self !
What i used to do in such a game, in a platforming games, or any 2.5d game. I DELETE WHAT THE PLAYER CAN’T SEE.
What i mean here, my character is only one side & i manage to make my characters turning from direction to another by only scaling my character on the “X” direction. for example my character normally have the scale of (1,1,1), when he turns he became (-1,1,1). So, what happens here is just a scale but not a real 180 turn. It is a fake one i used to do in any 2D game with the 2D animated assets , and it is pretty lgic to save memory and art assets by re-using the same thing;