Critical Mass :: 3D Action Puzzle Game

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Forum Index - Miscellaneous - Cell-Shade Characters and Facial Expressions...

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-JHawks
Member
JHawks

3 years ago
Hi again,

I have a question regarding cell-shade characters and giving them facial expressions.

For cell-shade characters, do you model the eye sockets, eyeballs, mouths and eye-brows?

Or do you give them facial expressions through textures? I'm sort of aiming to create my characters like those seen in Dragon Quest VIII (PS2) or Musashi: Samurai Legend (PS2).

I looked at the models in these two games close and it looks like their expressions are all textures.

If this is true, is there a more efficient way in doing this?

Because I tried this during one of my animations and basically, after rendering out the entire animation, I went back and pin-pointed the keyframes where the hero's expressions change. Then I would change the textures in Photoshop, save it and re-render those exact keyframes to apply the expressions.

Is there a faster or easier way to do this, or is that it?

Thanks

JHawks

Knowledge is power

+Steve Martin
Moderator
Steve Martin

3 years ago
It's really up to you which way you do it. You can use textures if you want or you can model the details. Generally modelling the details and morphing the expressions will look better as textures will always look flat. Howver, if it is a game you are working on, textures might be the way to go so as to reduce the poly count.
[Link to www.3dprevis.com]

-JHawks
Member
JHawks

3 years ago
Well it's not for a game, but as a gamer, I want my short animation to look as though it is from a game.

But if it's really up to me, I think I might go with modelling the details. Thank goodness my character looks like a Protoss XD.gif

Cheers
Knowledge is power

+Steve Martin
Moderator
Steve Martin

3 years ago
Yeh, that's really the best way to go, it'll look a lot better.
[Link to www.3dprevis.com]

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