HI! this is my first post in this site! I made my first low poly model of a cat for a game I have in mind 422 tris & 128x128 texture I used a modified version of the Game Boy Color palette for the texture, and the model is rendered in 320x240 resolution. Hope you like it! =^-^=
@Its0urFate I agree, some large to medium details would help to give the wood some directionality and break up the now empty areas.
I got around to continue with the market stand. I chose to just model away and then map the faces to flat colors, a workflow I recently picked up from Alex_J's project. Also added some subtle gradients into vertex color. Rendered in Toolbag with a cell shader by almighty_gir. Unfortunately can't export a viewer with the shader.
Here's an example I did recently, based on the system here. You can get away with relatively few loops, depending on your usage. Up-close cinematics might need more, third-person over-the-shoulder cameras will need less fidelity. Unless the character will have its eyes closed for a lot of of the time, blinks etc. are too fast to pick up on any small issues. Note that the eyeball "pulls" at the eyelid - it's worth making these extra blendshapes for more convincing eye movement if you can.
Redid Gilgamesh model. The original one was very abstract design, I think I prefer to stick a little closer to realism, at least for this character as he has a pretty human story. Perhaps some monsters or more comic characters could be more abstract in design though.
The base mesh does a lot of the heavy lifting, and I am using the same one fabian designed for the spartan character, I've just tweaked proportions, but most of the unique work is in the face. Overall much happier with this character now. As always there remains a handful of little tweaks I'd like to make, but in interest of momemtum I just take it to "good enough" for the moment and save the rest for a polishing pass. Now the only redesign remaining is the Minotaur.
disregard the disgusting noodle fingers, I do a quick pose for my own benefit, helps me make sure character is working in more typical poses that will be used in the game. The next step for this character will be a proper rig, and then when posed his hands will look like big square clubs, being the manly man that he is.
Size comparison with the tallest hero character
update: got the minotaur redone today as well. Much happier with him now. I feel the body wants for a little bit of detail, but not sure what exactly. Perhaps a few scars. Could be a highlight on the big belly, but I kind of want to avoid grotesque things in this game. So don't want him to feel like those fat butchers in the dark souls 3 or elden ring, whichever it was - all oily and nasty looking. But the important thing is improved - his shape and also has a readable face now.