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File: TestChar.png (854 KB, 1034x711)
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This is my first attempt at a Megaman Legends style character for a game I'm working on.
I'm redoing the jacket/torso but if anyone has tips on the face or anything in general I'd really appreciate it.
I'm having a real hard time deciding if I'm being too hard or not hard enough on myself with the turn out but it feels like something is slightly off.
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Not sure if the post three rule applies here but I'll here's a side shot
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File: test2.png (1.29 MB, 1028x862)
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Here's a normal shot of the game.
Appreciate any input.
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>>1017680
You got this pic of a face planted onto a head shape, and that head shape becomes super important for how that face appears at different angles. It looks pretty good mostly from the front but starts to fall apart at this 3/4s view.
I've seen this anime face guid refer to "mask face" there's a dip on the outside corner of your eyes the 'zygomatic' bone. If that part doesn't tick in, as the head turns it makes the face less believable.
You want to hyper restrict your polycount I see but this detail is really important. Youll see other low poly models sacrifice details in order to have this detail.
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>>1017678
if you want the style to look more authentic to MML, I'd recommend lowering the texture resolution
you can grab the models from here and look at the textures, how they were packed, the color palette size and all that

https://models.spriters-resource.com/playstation/megamanlegends/
and here's a nice somewhat brief write-up on the low poly style: https://www.tumblr.com/spellfist-3d/615902900826390528/guide-to-that-elusive-ps1-pixelated-lowpolybut
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>>1017760
So I did a before, after and after with smaller eyes. I personally think number 2 looks the best.
I kinda just gave him a cheek lift and slightly brought the mouth polygons out a bit more which added the dip effect I think you were talking about.
He almost looks emaciated in the old picture compared.
>>1017787
I appreciate the links, I'm going to retexture at some point. This was my first run at this and I used auto UV maps which made my final result looks a little goofy but now that I understand it I think I'll be able to do a lot better next time. I'm not sure if I'm super concerned with being authentic as far as texture resolution, it was more of a vibe that I was going for rather than PS1 pixel perfect accuracy.

Appreciate the help guys, I'll make sure to keep posting as I go along.
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New pictures of the new models.
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>>1018074
Really just want to thank you guys again. I know they're all still kinda meh, especially with the texturing on the clothes but I feel far more confident moving forward with the faces.
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>>1018075
Can we sexually assault the other 2 characters?
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>>1018074
kill / marry / fuck
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please lose the dreamworks face
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>>1018125
>Retarded comparison
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>>1018125
I think the criticism is more that Dreamworks uses that face every time not that the face is inherently bad although I do plan on changing it at some point.

>>1018124
These are all inspired by real people and they would be very interested to know people's answers.
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>>1018136
nigger
>>
Fat kid
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Two generic filler students.
I've made this one with different hair shirt pants and shoes materials to make it easier to change to random colors.
They won't get a lot of face time so I'm just keeping them very basic.
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I'm using pieces I didn't design but here's part of a level
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>>1018149
You could probably fit the textures for the clothes onto the same image and speed up in game load times, especially if you have multiple characters each with different clothes and faces. So you'd have the faces off to one side and their outfit on the other. If the extra skin is supposed to wrap around the head, mark seam around the face and make the back of the head one tiny little UV in the corner. because it's not visible, changing, or highly detailed it shouldn't matter. The clothes textures should also be pretty small as the face does most the heavy lifting in terms of character design for simplistic characters. Not the worst work but I genuinely suggest you leave this shithole and work on an actual prototype for gameplay. You can spend weeks toying overthinking design shit that could've been spent developing your game, not to mention the genuine retards >>1018125 who browse /3/ and literally regurgitate whatever slop memes they think sounded smart or cool.
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>>1018859
Appreciate the input. I really should be a little more cautious with texture sizes and stuff but honestly there will never be more than 10 characters max in an area and the areas themselves are small so I don't think it will really be an issue.

Most of the gameplay and a working prototype was already done before I started making characters/levels. I have a full time job so whenever I'm not working I'm usually making progress in some way or another.

I like posting here and hearing people's opinions regardless of what they say.



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