Beosar said:
I've hired an artist to make character models.
I'm surprised. To me it really looks like ‘programmer art’.
Beosar said:
Btw., is the head too big?
No. If it woudl be smaller, it would become more human. And i feel that's already the largest problem: The proportions of the body are too human, and pitting cat head, hands and feet on it is not enough to make it a believable character.
(It's actually very hard for me to criticize this constructively, because i don't have much of an idea on how to improve it. But i'll do my best…)
Maybe a lot of the problem is about details. If we look at good pixel art, the artists try to utilize the low resolution constraint. They also work with high contrast, which even amplifies the low resolution limitation, but it makes shapes recognizable and clearly defined.
That's missing here. The artist struggled with the limitations instead utilizing them. The blockyness was his problem, not his tool of choice. And we can see this. Mainly on the facial expression, which is dead. The eyes are lifeless and we can't tell which mood the character has. Is it a happy, curious young cat? Is it a old and grumpy cat? We don't know, and that's really bad.
Also: The texturing does nothing to tell us a message either. It's just noisy texture, but no interesting features or shape.
Btw, how do you intend to animate? I guess using skeleton and traditional skinning?
If so, this raises the question: Why voxels then at all? Voxels or pixels are not meant to be stretched and bent. We rather expect quantized animation but keeping the grid intact, like traditional 2D sprites.
That's not a must do ofc., but it's the doubt which brings me to an actual proposal: I would not do voxel characters, but rather smooth higher poly models using bones and skinning for animation. That's more work, but less difficult problems to solve.
To conform to the voxel artstyle, i would use voxel accessories on the characters. A blocky hat, a blocky belt buckle. (The game Bolt Gun is a good example for blocky models, not really constrained by a grid) I would use more clothing in general. Just pants make it look like a wannabe gigolo hanging out in the sauna. It looks like Larry Laffer. :D
So yeah, i'm not really happy about the character, and i would aim to replace it, tbh. : (
Beosar said:
I would like the character to have a higher resolution, while my artist wants everything else to have a lower resolution.
That's hard to decide at this point. The lower res texturing certainly has some advantages, mainly that shapes become more visible and don't get lost in texture noise.
A classical beginner mistake is to use texturing to add a uniform amount at detail at a uniform resolution. This gives you nothing but noise, but you seemingly have some tendency to work this way.
Avoid it. Use texturing to add detail sparsely, and don't hesitate to not adding noticeable details in other sections at all.
The wood planks on the walls for example. That's too uniform, making repetition more noticable, but not adding anything interesting.
But overall the environment models and textures is not bad and pretty nice.
The main problem is lighting. There is no lighting, just SSAO.
Some baked GI would do wonders if you can, or some direct light help sources would be nice too.
Otherwise i would try to make the texturing more saturated, to compensate how SSAO makes everything darker and washed out.
I guess you target a young audience. They want saturated colors and bold, distinctable shapes, believe me. ; )