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  1. #1
    Amateur Flucker wrayayrton's Avatar
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    tbh that's kinda what I thought looked cool is the combo of celshading with realistic textures. I will continuously be updating the character models and may go for more low-poly versions with less photorealistic textures but I like the scenery as is. If I was to make lower polygon more basic chararacters however, It would probably drive more simplicity into the animations and scenery too and idk if thats really what I wanna do for a PC skateboarding game centric around realism. jet grind radio looks cool but it is in no way based on realism.

    the most important moments I hope to capture is the satisfaction you get in skate and ssx as you see a really complicated line or string of tricks barely landed, then go in and look at the fabulously animated replay from all angles. but hopefully the moment will be more satisfying due to the string of failed attempts preceding it

    even if i keep mental ray mode, I'm gonna have to do lower quality preview viewport renders just so my computer doesnt have to shit itself every time I try and render out an animation

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    Der Mohn Tintenfisch PoppySquidJr's Avatar
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    Quote Originally Posted by wrayayrton View Post
    tbh that's kinda what I thought looked cool is the combo of celshading with realistic textures. I will continuously be updating the character models and may go for more low-poly versions with less photorealistic textures but I like the scenery as is. If I was to make lower polygon more basic chararacters however, It would probably drive more simplicity into the animations and scenery too and idk if thats really what I wanna do for a PC skateboarding game centric around realism. jet grind radio looks cool but it is in no way based on realism.

    the most important moments I hope to capture is the satisfaction you get in skate and ssx as you see a really complicated line or string of tricks barely landed, then go in and look at the fabulously animated replay from all angles. but hopefully the moment will be more satisfying due to the string of failed attempts preceding it

    even if i keep mental ray mode, I'm gonna have to do lower quality preview viewport renders just so my computer doesnt have to shit itself every time I try and render out an animation
    The problem with high detail textures with cel shading is that it makes the cel shading look like a crutch for subpar graphics, even if it isn't. Cel-shading is meant to be used as a stylistic choice to lighten the GPU load on a game, but generally speaking people find cel-shading with realistic textures to be really muddy and gross (just look at the new Tony Hawk game's recent attempt to use cel-shading)

    That being said, simpler textures, models, and overall graphics have absolutely zero impact on how realistic the animations would have to be, that's only if you change the actual proportions of the limbs and such. Many 3D Indie games, for example, focus on highly detailed animations to compensate for the graphics being literal stand-in graphics and simple templates.
    Last edited by PoppySquidJr; 09-08-2015 at 11:50 AM.
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    Amateur Flucker wrayayrton's Avatar
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    The problem with high detail textures with cel shading is that it makes the cel shading look like a crutch for subpar graphics, even if it isn't.
    that was exactly what I was using it as, also as a way to have a cool looking style from a simple 3ds max viewport preview

    (just look at the new Tony Hawk game's recent attempt to use cel-shading)
    maybe this is an unpopular opinion around here but I think the new tony hawk game looks fucking sweet

    That being said, simpler textures, models, and overall graphics have absolutely zero impact on how realistic the animations would have to be, that's only if you change the actual proportions of the limbs and such.
    and that's the plan, i plan to make a few departures from absolute realism in the ability to have ridiculous lines, and thus the animations will reflect that. originally I just went for a different height and colour interaction for the characters of my skate animations, not quite so much changing the sillhouette, but although that makes character creation easier with the use of direct photos to textures, I think a hand-drawn flat shaded look would make this stuff more immediately discernable from every other skate game, but it kind of takes the game's appearance further away from the "magical realism" that skate 3 aimed for in which a detailed believable scene is invaded by something unbelievable or impossible i.e. a 360 hardflip nosebluntslide nollie 360flip out

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    Amateur Flucker wrayayrton's Avatar
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    And now, for all of the camera possibilities I have considered. also, the pros/cons of each. any other suggestions of cameras you guys can think or more pros/cons of the current ideas are encouraged

    Still Topdown Cam:

    Pros- no skate game has been done like this, would allow for more mobile/mouse centric gameplay (i.e. drawing/brushing the skater's path and then hitting key commands for tricks necessary along the way), will be much less of a task and probably in the end allow for more simple physics without close scrutinization of animation that closer cams bring
    Cons- requires a system for moving the camera to be separate from controlling the skater, kind of static, not really that exciting

    Improved Skate Cam:

    Pros- sick as fuck, exciting, allows for a more recognizable gameplay style, good for realism and ridiculousness
    Cons- VERRRRY difficult to make I'm sure,

    Sidescroller Cam:

    Pros- my anims look best this way IMO, MUUUUCH simpler to program skateboarding game results (2.5 D)
    Cons- sidescroller makes realism very difficult to mimic, also requires levels designed especially for 2d skating, much less creativity

    Topside Cam Locked to Skater:

    Pros- Could be part of the topdown (brush skating) idea I had (keybind will lock camera to char), if not would make for interesting control scheme, much more mobile-phone accessable
    Cons- less impact, no thought has yet been put into whether turning will be possible or simply "lane changing" this way.

    THPS/third person platformer Cam

    Pros- Game becomes inviting to THPS FANS, more focus on scenery
    Cons- Game becomes repulsive to SKATE FANS, less likely to be a simulation experience at this angle/distance

    Foot Cam

    Pros- much more grounded to skateboard tricks, less focus on arms/ top body animations, keeps game in realistic scope
    Cons- skater blocks much of the screen, needs to understand whether youre going at something backside or frontside, you dont get to see the fingers (my fav part) as much

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    Amateur Flucker wrayayrton's Avatar
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    nobody even commented on the last one but heres another game-related animation. I've decided to redo all the character models in a much more "lowpoly" style, and will post an update on that soon

  6. #6
    Blazing a Trail Jack's Avatar
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    I like the animations. The skater's body is moving and alive.
    Horsehead
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  7. #7
    Inna Check-Mate State Antwan's Avatar
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    I think the option to switch between cameras would be good.
    Side scrolling cameras are okay for linear games.
    I'm guessing you're approaching an open world game with the compacted spots just around that rooftop even.
    Would be cool to see some bailing animations too!
    Your game, just some ideas, if you want them.

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