i really like how this games first level has a really sad and slow song about depression sung with broken english and after that it plays really fun and energetic jpop like nothing happened
Did some more work on the lighting and fixed the sliding on the walk/run transition!
Here's a little turnaround of the main character! Their name is Maris
The Broadcast Bazaar is a black market hidden amongst an old studio and the surrounding industrial sector. It won't be explorable for quite a while, but it will feature prominently in the opening cutscene of the public demo.
There still a lot of details and NPCs that we need to add into the space, but things have been coming along quite smoothly this month, so I wanted to end the year on a bit of walk through.
I've never done proper airbrush shading so I wanted to try something new here, definitely need practice with it (and shading in general) but it was a fun lil experiment
hmm... im sure someones made a good guide out there somewhere, but i personally havent used any
but thats not a good answer, so another place to start is to use a real game as a ref! this is the sims 2 ds:
most of the detailed textures are only used for the player sims hair/face/clothing
you can see by the jagged edges of this sims vest that its still a little lower than the faces texture (this is probably because the body has more clothing variations than the face and they needed to save memory)
static parts of the environment have a higher res, because they can tile/repeat the textures. this game has a million variations on bed/chair textures, so they're notably lower res
this is a ripped texture of most(?) of the things used to make an area in the game (image credit) :
the desert background here is just a 2d image, relatively low res because the player will never be able to reach it
i guess this is just a long winded way of saying "things that arent that important or the player will generally be lower poly + less detailed" but i hope it helps a little