, polygon,
732 Posts,
Join Date Mar 2009,
Location Tucson, AZ
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Still need to make it a cool head.
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, spline,
122 Posts,
Join Date Feb 2008,
Location PA
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Delko: it really transforms?!! cool, make an animation, please!
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, line,
88 Posts,
Join Date Dec 2011,
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Quote:
Originally Posted by willy-wilson
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Love this, is it for an explorable world, ala Animal Crossing DS? Or is it a Crash Bandicoot style linear path sorta thing?
Delko: Very nice indeed, reminds me of those mini Transformers fomr the early 90s 
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, line,
53 Posts,
Join Date Sep 2011,
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Wild54Pe: We don't see the pics...
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, spline,
113 Posts,
Join Date Jan 2011,
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Quote:
Originally Posted by willy-wilson
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I want this rendered out as super high res to put on my desktop xD
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, triangle,
347 Posts,
Join Date Sep 2011,
Location Iowa
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My first textured, rigged and posed model, woop! God, it's a complete faff isn't it, ah well, gunna stick with it.

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, line,
53 Posts,
Join Date Sep 2011,
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I am doing my first low poly character and it will have a 512x512 map. I have seen people in the thread making a symmetry on the map to use more space in the unwrap. How do I do this in 3ds max?
Is it simply to detach the parts of the mesh that you want symmetry on and delete half the mesh and unwrap that part and then take symmetry on it? Will that work and is that they way you guys are doing it?
Thanks!
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, spline,
122 Posts,
Join Date Jan 2010,
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Quote:
Originally Posted by ikonane
Is it simply to detach the parts of the mesh that you want symmetry on and delete half the mesh and unwrap that part and then take symmetry on it? Will that work and is that they way you guys are doing it?
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that should work yeah.
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, veteran polycounter,
3,902 Posts,
Join Date Feb 2007,
Location UK cheltenham
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Yes, deleting half your mesh and then unwrapping the remaining half is awesome. It saves you 50% of the unwrapping time, and 50% of the texture space.
Geospheres rule, regular spheres drool!
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, card carrying polycounter,
2,248 Posts,
Join Date Jan 2008,
Location the Netherlands (Europe)
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Quote:
Originally Posted by lean
Delko: it really transforms?!! cool, make an animation, please!
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Yup, it actually transforms. no scaling or other voodoo, just moving and rotating pieces. Ill try and make some animations for it this week now that I have the design finalized.

Last edited by Delko; 03-13-2012 at 09:16 AM..
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, spline,
122 Posts,
Join Date Feb 2008,
Location PA
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This is my first post on this thread i was thinking of making a little avatar for myself here is the character so far

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, line,
58 Posts,
Join Date Jul 2011,
Location New Zealand
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Here's a low poly model of Fox Soldier( inspired by "Pocket Legends" ) :
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, null,
15 Posts,
Join Date Aug 2009,
Location Budva-Beograd, Montenegro - Serbia
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Thanks, I will try that.
Another question, when you unwrap a plane will it automatically be "2-sided"? I mean will the same texture be visible on the other side of the plane?
i hope that you understand what I mean.
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, spline,
122 Posts,
Join Date Jan 2010,
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^ Upload your pics on http://bb.xieke.com or Photobucket. Can't see 'em.
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, spline,
113 Posts,
Join Date Jan 2011,
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Hi folks!
I'm currently working on a lowpoly school project for this friday, and I've based it on some sketches and an amateur painting I've done;

And this is what the mesh is looking like right now;

I would love to get some feedback/tips regarding the mesh.
Right now I'm struggling with a tiling grass texture, I've saved tris to make alpha planes and turn them into grass later on. But right now I'm struggling with creating a good looking tiling grass texture, since it just feels off to have grass being flat!
The restrictions I have are: 1500 tris and a 256 diffuse(alpha).
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, null,
17 Posts,
Join Date Nov 2011,
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Last edited by imaethan; 03-13-2012 at 09:52 AM..
Reason: Update
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, null,
5 Posts,
Join Date Mar 2012,
Location Leeds, UK
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imaethan: imaethan: Try to avoid those quads faced the way you did on arms and legs, check those samples below to see what I mean. You can use four sides for those low poly characters, but if you turn them, your character will look less "blocky" (not sure if this word exist...hehe)
http://imageshack.us/f/201/tf2snislgr02eo4.jpg/
http://i4.photobucket.com/albums/y12...t/tf2scout.jpg
Also you have some unecessary polys on the head and torso that donīt realy change the silhouette. Keep in mind: Only leave a poly if its change the silhouette and if it will be noticeable ingame. (e.g, your nose is too small and noone can notice its silhouete in a small character)
Does it make sense? 
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, spline,
236 Posts,
Join Date Jan 2010,
Location Brazil
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Quote:
Originally Posted by fabio brasilien
imaethan: imaethan: Try to avoid those quads faced the way you did on arms and legs, check those samples below to see what I mean. You can use four sides for those low poly characters, but if you turn them, your character will look less "blocky" (not sure if this word exist...hehe)
http://imageshack.us/f/201/tf2snislgr02eo4.jpg/
http://i4.photobucket.com/albums/y12...t/tf2scout.jpg
Also you have some unecessary polys on the head and torso that donīt realy change the silhouette. Keep in mind: Only leave a poly if its change the silhouette and if it will be noticeable ingame. (e.g, your nose is too small and noone can notice its silhouete in a small character)
Does it make sense? 
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Yeah, I understand. I did rework it a bit and took out some of the poly's on the face and such. I just need to get a little more used to working on 3d models. I seem to put some polys where they shouldn't be. Thanks for the advice 
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, null,
5 Posts,
Join Date Mar 2012,
Location Leeds, UK
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Quote:
Originally Posted by Leisure Centaur
My first textured, rigged and posed model, woop! God, it's a complete faff isn't it, ah well, gunna stick with it.

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This is so lovely. Could post him from other angles? And maybe wires and texture?
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, polycounter,
1,200 Posts,
Join Date Dec 2006,
Location Brazil
, spline,
139 Posts,
Join Date Feb 2007,
Location Barcelona, Spain
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Hey everybady! I finally have something "low poly" that I think looks good enough to share.
It's not SUPER low, but it's pretty low by today's standards, so I hope it's okay to post here?
I'm thinking about making a character to go with the gun, but I'm super intimidated by character work, so I'm not sure yet, especially since everyone else's characters have been so awesome!
EDIT: Also, I know it doesn't look EXACTLY like an mp41, I took some liberty with the design to make it more cartoony and hopefully more interesting
EDIT: Made a few adjustments per a friends advice, as well as tested a 128 texture
[IMG]  [/IMG]
Last edited by CuddlyColin; 03-13-2012 at 06:06 PM..
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, null,
10 Posts,
Join Date Aug 2010,
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Any tips how to texture to get it to look "realistic" in a 512x512 resolution? Thanks
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, spline,
122 Posts,
Join Date Jan 2010,
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Quote:
Originally Posted by jramauri
This is so lovely. Could post him from other angles? And maybe wires and texture?
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Sure thing, I'll rustle something up 
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, line,
53 Posts,
Join Date Sep 2011,
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More awesome from Tucho.
@Colin, looks pretty good. Though I think you could probably get by with a 128x128 just fine. And you could fix the smoothing groups on the clip, it has round shading as is. But they style/proportions are really good.
Great at starting projects...
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, polycounter,
1,100 Posts,
Join Date Jun 2007,
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