Sorry guys, i had to take the pic down. Its eating up my bandwidth.
Lookin good mr. owl!
Kind of like mixing kirby with animal crossing:)
Thanks saluk. I was trying to make look like a cartoon.
Very nice. If you’re making that into a game you might want to watch the poly count though with all those dubli’ed objects… nice work. I love the textures!
looks pretty damn funny !! one thing though, does kirby really have big feet like that? they looked more ball-like on the gameboy than yours do… :-? 8)
maybe i should scale down the feet a little. Its hard to keep the polycount low though…
Thanks for all your feedback
Well, I’m a bit slow on the reponse, but I’m wishing you tons of luck on it. I made a kirby game myself that flaked out after the first level, because of movement and camera issues; however, I was trying to make it a 2&1/2 D game, which brought up unforseen difficulties with orientation: that, and it was my first attempt at a true game, so there is no reason to cry. my kirby looked a bit better than yours, but no worries; it is a polygon issue, after all.
Can I make a little suggestion? careful what you toon shade; each object you toon shade effectively doubles the polygon count of that object, unless you are using a different method beyond my knowledge. Thats why jet grind radio’s characters were so blocky by nature, and why only the characters were toon shaded, and not the environments. even high-res Klonoa was one of the only toon shaded elements, among the other characters. should your goal be to be fairly low on the poly-count, cel-shading should be used sparingly. typically, bright, base colors, and vibrant lighting are enough to simulate cell shading in environments.
Once again, I wish you luck.