Thanks!
The BK engine works textures weirdly, which is why I chose multiple textures to one area. As 32x64 textures can have up to 32 colours, as 64x64 textures can only have 16.
Here's the massive difference of two 32x64 textures merged into 64x64 after being imported to the game's texture format. Meaning they're accurately compressed. The difference is pretty big,
Some very high poly model tests. Went for more of a generic CGI cartoon movie like style than the usual low poly and pixel art texture style of mine.
I feel like the fingers need to be shorter, though.
General design was sorta based off this pixel art I did.
Quick edit. Just a wireframe to show mesh detail. The render is also subsurfed, so it's higher poly than this. Odd meshwork is from a weird tris-to-quad conversion. The eyes are actually rendered over the mesh in post to prevent clipping.
Gave the character more cartoonish, and less weird proportions. As I dunno what I was thinking when making the original.
Interesting shading, but the shoes are big.
The shoes were one of the things I actually made larger when fixing the mesh up. It's my fault.
The shading was done by baking the ambient occlusion as a texture, it putting it as an overlay texture in the materials. It creates nice looking tones and shades in my opinion.
I also used normal maps to create the cloth-like effect on the clothing.
Nice 2d to 3d conversion!
New video game release = More models of things I find interesting to make of.
I had a feeling you'd model something from Cuphead, and I was RIGHT on the money! Lookin' forward to porting King Dice to GMod/SFM once you release him!
The issue is that the polycount is extremely high for a Source game (Even SFM). It's about a whopping 140k faces.
While this is Subsurfed, the original model is very low poly. My best bet is to do a lower-quality subsurf, and then edge-dissolve places with high polycount for game model quality.
I'm sure I could make it workout, somehow; whether it be making various parts bodygroups, or something.
By the way, do you have a Steam/Discord account? I am sure we can take the matters of this issue over there.
Made a lower-poly version for game engines now!
The polycount has been cut to about 1/10ths of the original.
If you want, you can rig it or something for Source. As I'm real-bad at rigging.
[
attachment=7793]
Fixed his bowtie, edited his shoes to have the shoelaces, and added the hand-shapes or whatever they're called. The shirt also got some minor changes to look more accurate.
I think it's pretty much done, now.
Uploaded the model to TMR. While it's not rigged, I have fixed and optimized the textures.
It's still VERY high poly, moreso than the version I posted before.
Major notice
I've now changed how I handle models. Since they've had a massive increase in quality (and take awhile to make now). This means I feel like these changes are justified.
- Model files that are intended to be posted to the Models Resource shall now not be posted early anywhere else.
- Models shall contain a readme to give proper credit if used.
- All model renders shall now contain the date, and signature watermark on the bottom of the picture. (This excludes the renders posted on TMR, zipped files will have the watermarks, though)
Here's some changes that I'd prefer would be followed the best way to possibly be done:
- Please contact me if you want to port my models to another program (Unreal, Source, MMD)
- Please do not just repload the model in raw, or the renders I provide to other sites without both permission, and a URL to either this thread, or the Models Resource download.
My reasoning to this is that both parties are benefited with this method. You gain new content to use and for whatever you want, as I gain the credit I require for making content.
This may sound harsh, but it at least makes it easier to track down where the model originates from.
NOTE: This model is edited, so therefore, I don't treat it as a proper custom.
Forgot I had this on me, but I made a higher poly Hat Kid when the game was all hyped about. Either way, didn't post it due to my lack of interest with this game.
I only made this because Hat Kid's official model looks like something you'd see from a Blender student's first year of model-making. There was so many awful design choices that I just couldn't wrap my head around. Such as her eyes, and mouth being a transparent texture inserted OVER her face mesh. So many weird choices I just don't get.
The model also contains shape keys for facial expressions, but they're somewhat WIP.
Topology showcase: