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@ itismario I'm glad it helped  More things that I noticed:
» Now there's a 5-sided ngon just under the breasts, and from what I've heard, polygons should NEVER have more than 4 sides :o Either triangulate it or rework the topology a bit
» HEAD: Why does it look like that your character's nose has more than 3 tri's? I think her nose would look just fine with a pyramid shape.
» HEAD: This might not work, but from here it'd look that the 2 vertical loops surrounding the ear could be welded together, also from the neck part.
» And I just noticed that her neck might be just 1px too tall :P
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, triangle,
274 Posts,
Join Date Oct 2009,
Location The land of polar bears
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Here is a Low Poly Space fighter I finished this weekend

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, triangle,
267 Posts,
Join Date Jul 2009,
Location PEI, Canada
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Shaun, that's lookin' good  I think the texture could be a bit more interesting though, because when it's seen quickly it just looks like tiled cubes :f
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, triangle,
274 Posts,
Join Date Oct 2009,
Location The land of polar bears
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Quote:
Originally Posted by 9skulls
Shaun, that's lookin' good  I think the texture could be a bit more interesting though, because when it's seen quickly it just looks like tiled cubes :f
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Thanks, I think i'll take another pass at the texture and try to make it more interesting.
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, triangle,
267 Posts,
Join Date Jul 2009,
Location PEI, Canada
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Hi all! Its the first time I post any of my work. Love lowpoly models and there are some really cool ones here! Dug up this old model of mine and decided to finish texturing it.  Texture is 128x128  
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, null,
17 Posts,
Join Date Aug 2009,
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Hey, omnione, love the armor at the image two. Maybe the legs are to fat but is just a suggest ;)
Here's my ninja!

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, line,
79 Posts,
Join Date Mar 2009,
Location Spain, Barcelona (Terrassa)
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Hey OzMa, thaks! Nice model. Yeah I like em a bit thick. I dont know it just looks better at a distance to me  .
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, null,
17 Posts,
Join Date Aug 2009,
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Agreed, her legs are PERFECT! In fact, they could have that little something even more! I like women to have a little curve here and there, that is what makes a beautiful figure
@OzMa Model's pretty nice, but the texture looks a bit bland.
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, triangle,
274 Posts,
Join Date Oct 2009,
Location The land of polar bears
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Quote:
Originally Posted by itismario
if i want her to have nice legs there are just some edges i can't delete, also i need the loop around the shoulder so it won't deform when it's rigged
the cuffs at the bottom of the pants are poly planes around it, not an edge loop on the pants, the pants are supposed to be rolled up
i merged vertexes on the neck piece to the body (i want that to be 3d adds more detail then just texturing it) and made some triangles on the poly planes for hair wished shaved some triangles
now with the loops around the elbows and knee joints for when she gets rigged she is sitting at 541 triangles
thanks for all the help 9skulls
here is the head close up like you asked

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i recently did a zoey too (but ran out of steam at the hands) which might be handy reference. she came in at *looks* 556 triangles.

i could post some ortho wires if you care?
and a turnaround to see what silhouette does:
http://dl.dropbox.com/u/448525/doest...s/zoey007b.mov
You should definately add a few polies to the head, but not so much to define the shape of the lips as that's a rather small detail. the pointy chin is something that will show much more, maybe add some earplanes too?
Her bum is really pointy, but by the looks of the wireframe you seem to have a loop there so you can easily round it out.
try to grab some screenshots from ingame and look at her curves, she looks quite boxy now (really straight arms, square chest) and here's s picture too http://www.ocgungame.net/skins/image...shots/zoey.jpg
her neck is really thin and long, and the collar should be more slanted.
lastly the pose looks rather stiff.
keep at it though, at least you got unto the texturing stage!
Geospheres rule, regular spheres drool!
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, card carrying polycounter,
2,247 Posts,
Join Date Jan 2008,
Location the Netherlands (Europe)
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your zoey rapes mine
any chance you can post the quaded version?
Last edited by itismario; 02-17-2010 at 02:07 AM..
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, triangle,
420 Posts,
Join Date Jan 2010,
Location Winter Park, FL
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Cool stuff Ozma, especially the ninja, you should make a pirate next and then make them fight!
I told my guys to get to work on building that tower but they just keep goofing off

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, vertex,
38 Posts,
Join Date Feb 2007,
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Quote:
Originally Posted by itismario
you're zoey rapes mine?
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get your steamy fanservice here ladies and gentlemen! hot zoey on zoey action!
Quote:
Originally Posted by itismario
any chance you can post the quaded version?
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that was the quaded version =P i did a lot of triangulation to get the best shapes.
but i went back just now and cleaned her up + finished the hands.
also, if i were you, i'd just texture in the pant fold, quickly saves you a couple dozen of polies, and hardly gives any work unwrapping...

turntable: http://dl.dropbox.com/u/448525/3d/L4Dzoey_676-notex.mov
now exactly 600 polies, and 38 per gun. (yes thats over 500 but just say the average is about 230 per model and not ask questions)
Geospheres rule, regular spheres drool!
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, card carrying polycounter,
2,247 Posts,
Join Date Jan 2008,
Location the Netherlands (Europe)
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it may be 600 polygons but how many triangles is that?
This thread is more for small items and advice on polycount reduction techniques. Your model is moving more toward a mid range player model and would probably now be better serviced by it's own thread.
Or flying the nest, one might say. ;)
My apps: Dadako
UX / UI Designer - and yes my name is Hawken
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, insane polycounter,
5,069 Posts,
Join Date Jan 2005,
Location .jp
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@neosorcerer: Haha that's a cool story of love and dead man! Maybe I will make the pirate to fight with the ninja
But at the moment...

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, line,
79 Posts,
Join Date Mar 2009,
Location Spain, Barcelona (Terrassa)
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@hawken - Instead of setting a triangle limit, why dont we just rename this thread to "handheld/flash game art"? A current gen barrel or sign or small prop would fit the polycount, but not the theme.
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, triangle,
394 Posts,
Join Date Nov 2007,
Location Montreal, Canada
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I agree with fonfa somewhat. 500 as a hard(ish) limit seems harsh.
wip:
About 650 right now. I could get it down to 550 if I went with 4-sided arms and legs, but I like the addtional volume the extra sides give.
neosorcerer: omg that is simply adorable.
9skulls: that looks awesome. Love the crazy walkcycle. 
Last edited by LoTekK; 02-17-2010 at 07:48 AM..
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, dedicated polycounter,
1,395 Posts,
Join Date Jan 2006,
Location Singapore
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Aaaw, but what about all those little low poly character doodles that donŽt deserve their own thread?
@loTekk
Nice work!
"I dont believe in Triangles"
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, polycounter,
766 Posts,
Join Date May 2005,
Location Germany
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@ LoTekK Looking great as usual  What's your texture size? I like how his facial area looks sharp 'n' crispy even though it's hand painted!
ANON REQUESTS WIRES!
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, triangle,
274 Posts,
Join Date Oct 2009,
Location The land of polar bears
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slaught, 9skulls: Cheers! Love both your work
Texture sizes are rather extravagant, considering. 256^2 each for the head and body. UVs are pretty messy at the moment, too (honestly, I just wanted to get to painting :p)
bit more:

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, dedicated polycounter,
1,395 Posts,
Join Date Jan 2006,
Location Singapore
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Really great looking stuff here!
@LoTekK - He's looking pretty badass, coming along nicely.
@OzMa - Love the Spirit, great little character. I'd lose or lessen the noisy background though, takes away from the character.
---------
On to my post..
This is the pretty much the first organic model I've ever worked on, so I was a little intimidated at the start. It's at 540 tris atm, not sure if I could get it much lower without losing the silhouette - but let me know if you have any ideas.
I'm thinking a pretty small Diffuse, and maybe Spec... 256*256 if I can get away with it. He'd be pretty small in game, about 1 foot long and moving pretty quick, so you wouldn't be looking at him in close. Also not extremely worried about stretching when animated for the same reason.
Any thoughts?
That's A Paddlin'
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, line,
91 Posts,
Join Date May 2009,
Location Ontario, Canada
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Looks cool as heck, NoisyMonk!
Did you think of making the legs 3 sided rather than 4? You might be able to make the outside of each leg flat (without the middle seam, I mean), especially if it's going to be small and fast in-game.
[edited for poor spelling]
Last edited by mrmmaclean; 02-17-2010 at 06:44 PM..
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, line,
85 Posts,
Join Date Aug 2009,
Location Calgary, Alberta, Canada
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Thanks!
Yeah, I tried that - it saves a few polys. For some reason I just couldn't stand how flat the legs ended up looking, even though I know it will never been seen - I'm weird like that. 
Last edited by NoisyMonk; 02-17-2010 at 07:11 PM..
That's A Paddlin'
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, line,
91 Posts,
Join Date May 2009,
Location Ontario, Canada
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Great stuff here! I love this thread and I come by nearly every day to see what`s new here.
Maybe IŽll add a peace some day, too.
Quote:
Originally Posted by LoTekK
slaught, 9skulls: Cheers! Love both your work
Texture sizes are rather extravagant, considering. 256^2 each for the head and body. UVs are pretty messy at the moment, too (honestly, I just wanted to get to painting :p)
bit more:

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Do I get this right? You gave him 6-sided legs to add more volume but the fingers are flat?
Nevertheless I like the style - looks cool so far. 
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, null,
12 Posts,
Join Date May 2009,
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Lotekk, excellent work so far. I really like how this one is progressing. What are you planning on doing with it afterwards?
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, triangle,
318 Posts,
Join Date Dec 2009,
Location Houston
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Gallows - I think he totally plans to turn that dude into a badass golfer.
......hypothetically speaking of course
Definitely gonna start working on something the second i get the time! Inspiring work all around!
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, spline,
239 Posts,
Join Date Oct 2009,
Location Singapore
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