(Blender_owl) #1

Sorry guys, i had to take the pic down. Its eating up my bandwidth.

(saluk) #2

Lookin good mr. owl!

Kind of like mixing kirby with animal crossing:)

(Blender_owl) #3

Thanks saluk. I was trying to make look like a cartoon.

(wewa_juicyb) #4

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!


(S_W) #5

Good work! :stuck_out_tongue:

(bmax) #6

looks pretty damn funny :stuck_out_tongue: !! one thing though, does kirby really have big feet like that? they looked more ball-like on the gameboy than yours do… :stuck_out_tongue: :-? 8)

(Blender_owl) #7

maybe i should scale down the feet a little. Its hard to keep the polycount low though…

Thanks for all your feedback

(SeaCigar) #8

:slight_smile: 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.