Also the arms are so think how would that work for a survival game?
Im telling you losers, what we NEED is the original roblox r6 blocky boys
Back at the time and still I absolutely love “classic” model, from 2.0
But blocky design is way superior and it is obvious
Maybe “classic” model could be adapted to blocky design? And additional “bendy” mesh over “blocky” limb connections could also work
I think sticking to the classic “bendy style” we have in the native Unturned 3 would be a more preferable choice.
As you can see the bendy model is not perfect, however, we have grown with the bendy model since day one and personally I am very fond of it.
The blocky model does not resemble classic Unturned and frankly makes it look more roblox-style
The “bendy style” is fitting to the environment and looks native to Unturned.
The low-poly style that came with Unturned 3 is very suiting for a “bendy style” character model. The bendy model fits in nicely to the Unturned universe and generally makes sense to the low-poly environment.
If environmental Unturned models were blocky style, I am sure the blocky model would fit into the Unturned universe very well.
There are of course some advantages to the blocky models, of course some of the advantages are tempting. Though a blocky model could still take away from the native/natural Unturned style.
Having a bendy model keeps the style of the game consistent, there are some disadvantages to the bendy model yet it can be improved whilst keeping the style the way we grew up knowing it.
Bendy Style just makes sense!
The bendy model fits the weapon design of Unturned in a very natural way.
Though blocky has advantages its style it generally takes away from immersion
Though blocky models have solid segments which allow more realistic animation they create gaps when joints are rotated. This means knees and elbows become divots.
When it comes to standpoint, I agree with the people saying blocky is better to a degree, I would still prefer to see a bendy model in Unturned 2.
Maybe as a middle ground to satisfy both sides would be a bendy model with more stiff segmented limbs.
(For Example):
Keep in mind the model should be one piece unlike the one above which only has the knees and elbows bendy.
To successfully pull of a stiff bendy character you need to have blocky style limbs with bendy joints to make the character model look connected in one piece. Thus making the character look classic and natural.
Lastly when it comes to pinching in the rig model having disconnected shoulders like the picture of the Minecraft animation above is always an option. As long as the shoulders look connected to the character, the rig should look natural. Having disconnected limbs makes the entire model look un-natural and takes away from immersion.
Continuing the discussion from Bendy vs Blocky Character Debate:
Going back to my standpoint on stiff bendy characters
instead of stating opinion I will elaborate on my idea of a solution to the problem with bendy characters
Looking again at the Minecraft character model we can see that the extremities are not directly connected to the characters upper torso or thorax. This works for a few reasons.
The legs to not pull or pinch the model in the thorax.
The shoulders do not collide with or pinch the shoulders and upper torso.
The limbs are segmented in a way where the joints do not conflict.
A bendy character model with limbs disconnected from the torso allows the extremities to move freely and naturally without pinching the rig. unless for some reason the limb segments are being rotated in a very un-natural way.
I haven’t said a lot regarding the debate but tbh, I feel like both options are correct and I like them both, the one thing I would like to see would be a character with “realistic proportions”. Having a character that is too wide is kind of bothering and it’s a detail (although a small one) that always bothered me with Unturned, having the character with a bit more articulations and a bit less wide would be perfect to me.
Athletic Unturned Character doesnt exist, he cant hurt you
Athletic Unturned Character :
On a more serious note, i quickly made a 3d character to share my idea of how the average Unturned character should be. The idea with this character is that it could also be edited to create thinner (female ?) character or different (although similar characters) which could be interesting, also it stay a bit low poly tho i am not sure about the hands & feets.
Concept of how a female character could look like compared to the default / masculine character, basically a thinner character with a different model.
And a comparison between both models.
To conclude, I believe that a bendy character with “realistic proportions” is a must, as Blocky feel unnatural for Unturned, especially for Unturned II. Having 2 models would be enough for variety and it would be a welcome detail.
Feel free to comment my modelling skills, I am quite bad at that and i kinda screwed up both models a bit.
@StaleBrainCells Personally I prefer blocky because in terms of modding mechanics there’s much more that you can do with it.
My final remarks.
The blocky character looks like a roblox model and particularly doesn’t seem to match the remaining models in the game.
On the other hand I believe that bendy also has several problems that need to be corrected, maybe the gloves should move freely while holding a weapon while the shoulder and elbow remain immobile, giving the feeling that the hand is moving, (not having fingers makes it easier especially when we’re not wearing gloves), and also joint changes, but seriously, the blocky’s ass is horrible.
Once again I like this:
but not of this:
But this should be decided quickly as modeling and making the animations can be quite a lengthy process, so unturned II will complete 4 years of development and we still don’t have textures on the new models of houses and buildings, full animations on arms and legs, the shotgun yet not received a definitive model among other things, what I mean is that those things that are the basis for others must be decided in a way that there is not the slightest possibility of change later.
Keep the same style its it icon for unturned if someone knows the game they think of minecraft or roblox but its somethin completely different to that but it makes the game stand out more so please keep blocky
the old style is much better for me. Since blocky is too square. And similar to minecraft and roblox
blocky = literal roblox copy
bendy = unique, original
le benefits aren’t worth the game losing it’s artstyle
what the hell do you think Roblox looks like? I haven’t played it in a long while but I’m pretty sure the character models in that are just 5 rectangles.
If you’re making comparisons that garbage maybe we should go back to the days where people called Unturned a DayZ clone.
I still don’t see the resemblance. Maybe choose a better low-poly game?
edit: Oh, I see now. These models, meant to represent humans, have limbs seperated into two segments connected by a joint (no fucking way), ended with hands and feet (NO FUCKING WAY)
Damm y’all still arguing
Saying that the bendy character is the aesthetic of Unturned is like saying that DOOM Eternal should’ve been a retroshooter with the enemy as sprites in 2020, because: “That’s what DOOM was back in 1993”
Unturned, at its core, is a free-to-play, minimalistic survival sandbox. That’s it. No reason to hold off practical improvements to the game, because “It’s not real Unturned” Games have made leaps in the direction of progress to end up as a more enjoyable experience, why is Unturned any different ?
What are you saying?
@danaby2 TL;DR, the pro-bendy arguments are mostly for aesthetic reasons. Most pro-blocky arguments are for practical reasons, hence why I side with pro-blocky.
Bit of a complicated comparison, but i get what you mean.