It looks great. Really nice design aesthetic, and I enjoyed the particle emitter too.
Here’s some constructive criticism:
For the BGE 12000 triangles is a bit much. I get about 30 FPS on a fairly good graphics card. That’s not that bad, but it’s only one model.
Imagine if the rest of the game was built to the same specifications…
You’ve got a lot of materials, and all of them have different rules. Remember that for each material Blender has to do another render pass, it soon adds up. You might want to try reducing the number of materials by making atlas maps. Put each material on the same texture sheet in a different area. You don’t have to reduce it to one material, but at least one material per type, like one for transparent materials, one for opaque. This would be a good time to reduce the variation in how they are rendered too, since it’s confusing for someone who wants to use the asset.
The skull cap/case thing uses flat shading, is it to make it look like it’s made of crystal? Maybe it would look better to make a high detail version, bevel all faces, then bake normals. That would give you something that looks more interesting than the current unsmoothed shading.
The following is just some ideas, everyone has their own way of making art, there’s not right or wrong way to do it, but here’s mine.
For my own assets I usually make a couple of maps:
Diffuse (sometimes I stop here. The others are only really needed if you’re making high res assets for viewing from a first person perspective).
Normal (sometimes with a detail normal like you added to the cape, but that doesn’t have to be more than 64x64 if it’s as low density as yours)
matcap mask (just a grey scale mask to mix the next layer)
matcap (kind of like a mix of specular shading and environment map)
I prefer to use matcaps since it’s easier than trying to get the specular setting just right, and specular shading always looks too plastic IMHO. Matcaps can have some feeling of environmental shading, though you have to choose them well to fit the level.
Here’s an example:
I’ve used it on the arms of your character (I set mapping to “normal” instead of UV) to show you what I mean:
I think it looks interesting, for one thing it brings out the baked normal map better, and it is more controllable from a developer’s perspective. If the project manager wants your character to look good in a fire level, like in a volcano, they can just swap the matcap to the one they are using for characters on that level. If they want to use a more advanced shading technique like PBL or box reflections they can just add it directly without spending a lot of time re-figuring all the shading settings.
Attachments