Art Takes Time

A message I can’t seem to get into my head. When it comes to art, I’m I hippie in a suit. I just can’t seem to get myself under control. Alas, more Felix heads!

Although I’ve been adding new functionality and learning how I will animate the face along the way, I feel to be stuck in time here. I hope to finally start on the body tomorrow if I can ever stop tweaking the head! I expect the head to change ever so slightly that only I notice the changes over time.

I’ve also been playing around with Zelda character models for fun, seeing as I haven’t used the obj importer for much. I might go as far as to rig one and put it in game one day. It’s a weird obsession of mine.

5 thoughts on “Art Takes Time

  1. Which reminds me, I recently got to the ending of Twilight Princess, I couldn’t motivate myself to finish it for a while because of the long slow temples.

    But I like the story about Midna, mostly. As a character she’s presented very well, even if the dialog sometimes seems like a joke e.g. when Link require no persuasion at all to dig up various apocalyptic artifacts X D

    I too use to think about importing Nintendo/Sega models, into a demo or something – but I haven’t been very interested in 3D yet, I have a hard time thinking up good game play, I feel.

  2. Twilight Princess’s temples were long… but enjoyable nonetheless! Spirit Tracks may have the best temple design I’ve seen in a Zelda game though.

    Not that I’m playing critic, (which I sorta am : j) but Twilight Princess’s story wasn’t very interesting. Unquestionably it’s the least epic of the three 3D Zeldas on home consoles. But agreeably Midna is most likely the most interesting person to come out of it.

    When you mention it, I’m not sure why I was so dead set on 3D. I’m sure I’d have a big list of reasons if I thought back far enough but it’s strange that nothing defining stands out in my head. But there’s no denying I’ll enjoy having Ganondorf jumping off walls and climbing into windows. : D

  3. I think camera rotations together with cartoon characters made level design very complicated, if I remember correctly!

    I dunno, but 3D has been the pathway to the industry for some time, for programmers and graphicians it seems like a natural step to take – It really is a challenge to do it without engines and some ready 3D-models though.

    You see the figure in ma picture… Maybe in 3D someday! But I avoid promising you know : D

  4. I meant “really is a hard challenge”, more than 3/2 in comparison to 2D.

  5. Haha I found a quote of mine from the old site

    “Anyone that’s been keeping up for the past year probably knows I hate dealing with my 2D system. Character construction is way more of a chore than I bargained for, I animate things by the skin of my teeth, and I’m limited to certain character angles which is terrible when dealing with the environment. Knowing this, I can’t move on to a adventure mode again which is bound to have many characters of different variety and more environment activity than ever.”

    Yeah, I think it’s coming back to me now : j

    I agree, working alone 3D can definitely seem like a challenge working on a big project but if you’re willing to think like a slacker I think a great project can be done in 3D even by one person!

    Oh but some type of modeling experience is important too! But I dunno, there’s plenty of royalty free models available and making a stylish game using simple shapes is possible.

    Whether or not it’s worth it I guess would all depend on the grand idea or plans for the future.

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