View Full Version : Lowpoly-tech-presentation
11-06-2009, 10:32 AM
Hi i have been doing some lp's lately, which is quite new to me and i have never worked with it in a professional evironment.
So i just want to know if there is any general rules to follow, stuff to look out for etc, compared to now gen meshes and textures,
also for presentation, i have taken screencaps from the maya viewport with no lights, im guessing that's all there is to do, but any tips regarding presentation would help
11-06-2009, 12:40 PM
Turn off lighting, also helps to set the texture sampling to point filtering (no blurring), and it's nice to see wireframes and UV flats. An example (http://ericchadwick.com/img/cowgirl.html).
11-06-2009, 01:44 PM
great example eric, how do i turn the sampling to point filtering?
*while im already on the problem subject, is there a way to reset the hypershade, seems like have messed up the windows, worked in max too long ^^; *nevermind that*
11-07-2009, 06:11 AM
Hmmm, I don't know Maya at all, sorry.
11-07-2009, 06:28 AM
its been a while since I used Maya but I think this is right...
Once you have plugged your texture map into your material click on the little box with the input arrow going into it and that will take you to your textures attributes, the filter settings drop box is in there
11-07-2009, 06:43 AM
There's a thread in the Low Poly Challenge forum that might be of use: LPC Style Guide (http://boards.polycount.net/showthread.php?t=51622).
11-08-2009, 08:55 AM
Ive always found putting the lps in an engine as a turnon.
Im working on a Wow spec character (slightly higher i must say) and im planning on putting it in the WoW model viewer. (I'd put it tin wow itself but you need art tools for converting models and the software is only upto max 5.0).
An environment for you low poly characters is always a huge plus imo
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