For my next model, I'm wanting to do something more realistic. I don't trust my abilities enough to say 'hyper-realistic', but I'll be aiming for a character that is of the same quality of say Nathan Drake (Uncharted 3. PS3. 30,000 poly count), Lightning (Final Fantasy XIII. PS3/XBox360. 8,488 poly count) or Dante (DmC: Devil May Cry. PS3/Xbox360/PC. 20,732 poly count)
To others following this blog who also struggle with my favourite question of "But how many polygons?", or who want a reference to follow, here is a fantastic thread of some games characters poly counts: http://forum.beyond3d.com/showthread.php?t=43975
But going back to what my main goal is, it's the transition of 2D to 3D. I've always enjoyed handheld games, and I'm strongly considering making a realistic Phoenix Wright, from the Ace Attorney: Phoenix Wright series. The game original began on GBA in Japan in 2001, and after many installments of the game, it released it's first 3D graphics version on July 2013 (Japan). The game is low poly - for the 3DS - but matches the iconic 2D sprites:
Here is a screenshot of the game in development; An awfully different representation/style than the 2D art (with the new one below it for comparision):
Obviously this style was scrapped. Phoenix Wright's 3D debut however was in the game Ultimate Marvel vs Capcom 3 (2011):
I'll be studying the model, downloading it here: http://ik1l73r.deviantart.com/art/UMVC3-Phoenix-Wright-401814420. I also managed to download a fan made Brawl model to study.
This will be after my Neku model!
Article 'Why turning 2D to 3D wasn't easy' and how they had a minimum of 3 different models for Phoenix Wright to correctly portray him (as in his 2D) angles: http://www.siliconera.com/2013/07/31/going-3d-with-ace-attorney-dual-destinies-was-not-a-simple-process/
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