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Quote:
Originally Posted by Harry
And someone tell me just what the fuck im gunna do with all this left over space. God i'm an idiot.
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Model and texture tiny Germans to man it!
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, polycounter,
1,134 Posts,
Join Date Jul 2005,
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Just started another LP, with the intention of improving my skills, specifically my UV skills!
I'm not sure if anyone is familiar with the anime/manga 'Kemeko DX', if you are... 'MARVELOUS'... if not, I recommend it, very funny series!
480 Tris
Ref:

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, dedicated polycounter,
1,809 Posts,
Join Date Aug 2009,
Location Warwickshire, UK
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duncan, harry, jmiles rad stuff chaps!
tweaked my normandy texture again, 9skull correctly pointed out the hull "grid" was a bit too prominent, so I toned it down (though I don't bother to post the screenshot another time, updated the one in my previous post  )
will probably do some more mass effect stuff sooner or later
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, spline,
158 Posts,
Join Date Dec 2008,
Location Berlin, Germany
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I've got a question, I figured i'd post here rather than start a thread in TT...
How do you guys go about texturing low poly in terms of downscaling etc, let's say you were aiming for a 128x128 map, would you paint it at 128 or downsize it from 256/512 etc.. Sounds like a dumb question but I have no idea!
One thing I did notice when attempting to paint directly at like 128 was that the UV template makes it difficult to paint clearly due to the AA when zoomed in. This lead me to believe that downscaling was a better idea but I'm not sure.
Tips are much appreciated!
Thanks
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, dedicated polycounter,
1,809 Posts,
Join Date Aug 2009,
Location Warwickshire, UK
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sarayel - Nice jeep!
Harry - That sub is sick. With the extra space make a squid so they can battle!
jmiles - That's a sweet mage.
Sit party continues. Here is a chair I pooped out after playing torchlight for too long. It was on sale over the weekend for 5$ on steam that's a steal! Anyways I pulled the concept from runic's web page.

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, line,
78 Posts,
Join Date May 2008,
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Some amazing art in here, gonna take a break from so called next gen 3d, and work on low poly. Great low poly looks as good as anything else.
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, polycounter,
977 Posts,
Join Date Nov 2007,
Location Portsmouth, UK
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@creationtwentytwo: at such low texturesizes always, always, always, work in the target res, downsizing will lead to rework on the target size, you don't have to if you work on size right away
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, veteran polycounter,
3,191 Posts,
Join Date Sep 2006,
Location Berlin Germany
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Quote:
Originally Posted by Harry
just a little update
And someone tell me just what the fuck im gunna do with all this left over space. God i'm an idiot.

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Mines, bubbles, exhaust underwatery turbulent shit coming from the engines (official terminology), sealife, torpedos, scene FX.
Looks killer, btw.
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, polycounter,
1,245 Posts,
Join Date Apr 2006,
Location Staffordshire, UK
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Quote:
Originally Posted by Target_Renegade
Some amazing art in here, gonna take a break from so called next gen 3d, and work on low poly. Great low poly looks as good as anything else.
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I sincerely agree. I love stylistically simple 3D graphics.
And that sub really does look detailed for the polycount and texture size, it being essentially a 128.
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, triangle,
451 Posts,
Join Date Oct 2009,
Location Ingletown innit.
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Quote:
Originally Posted by glynnsmith
Mines, bubbles, exhaust underwatery turbulent shit coming from the engines (official terminology), sealife, torpedos, scene FX.
Looks killer, btw.
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I was considering doing some FX stuff, for example some oceanspray stuff to go on quadstrips for water evacuating from the holes in the sides, but for that id like to design it so it could be scrolled in a game engine to appear to be actually spilling out. Torps are on my list... Mines maybe, but theyd be nicer i think on a 32x32 or somthing
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, polycounter,
974 Posts,
Join Date Jan 2007,
Location melbourne
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Awesome work Nobunny!!, you should try and some spots like warts and pimples to his skin around the upper back or shoulders to help break up the smoothness a little.
Quote:
Originally Posted by nobunny
ivars: Thanks ! You did a good job on her ... err... texture too :P .
Rapante: Nice model . Nice to see ME fans here too.
Time for a new one. Not the best in the series, but it will have to do :

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, spline,
184 Posts,
Join Date Mar 2006,
Location USA
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Quote:
Originally Posted by illadam
sarayel - Nice jeep!
Harry - That sub is sick. With the extra space make a squid so they can battle!
jmiles - That's a sweet mage.
Sit party continues. Here is a chair I pooped out after playing torchlight for too long. It was on sale over the weekend for 5$ on steam that's a steal! Anyways I pulled the concept from runic's web page.

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you may consider more contrast on the texture. Looks flat now IMO
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, null,
5 Posts,
Join Date Jan 2009,
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sweet work harry (you ever gonna finnish that districk9 alien?) - and others great!
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, polycounter,
819 Posts,
Join Date Jan 2006,
Location Canberra, Australia
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Quote:
Originally Posted by achmedthesnake
sweet work harry (you ever gonna finnish that districk9 alien?) - and others great!
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I got frightened off when a friend made a mega sick current gen baked one 
but maybe i should... if i can find where i saved it. Reformatted since then
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, polycounter,
974 Posts,
Join Date Jan 2007,
Location melbourne
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Quote:
Originally Posted by Neox
@creationtwentytwo: at such low texturesizes always, always, always, work in the target res, downsizing will lead to rework on the target size, you don't have to if you work on size right away
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Many thanks Neox, much appreciated!
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, dedicated polycounter,
1,809 Posts,
Join Date Aug 2009,
Location Warwickshire, UK
, polygon,
544 Posts,
Join Date Jul 2007,
Location Austin, TX
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Can I see the uv map/wires on the wizard? looks like there's some space for the eyes so you don't have to stretch them
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, polycounter, lvl. 13,
7,070 Posts,
Join Date Jul 2009,
Location Columbus Ohio
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bah.. you are right ZacD.. the red spot at the top middle ended up not being used due to further optimization.. I could put the eyes in there
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, polygon,
544 Posts,
Join Date Jul 2007,
Location Austin, TX
, dedicated polycounter,
1,809 Posts,
Join Date Aug 2009,
Location Warwickshire, UK
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@ creationtwentytwo-- I think you could cut out those polys underneath the hair and instead of creating the jagged edges for the hair, just mask them out w/ an alpha.. this way you can spread those polys around a bit more and add a little more curvature to the legs, face, arms and breasts.. .. she's kind of a billowous chubby character, so use more triangles to get more curves.. also put your view port settings to flat view so we see no poly gradations.. that's what ur character would look like in an engine..
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, polygon,
544 Posts,
Join Date Jul 2007,
Location Austin, TX
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Thanks for the suggestions JMiles. I agree I shoulda used an alpha channel for the hair, I don't know why I didn't to be honest!
I'll give it a shot, I should be able to save at least 40 tri's by doing that which will as you say, allow for some better curves on the body.
Thanks again.
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, dedicated polycounter,
1,809 Posts,
Join Date Aug 2009,
Location Warwickshire, UK
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Glynn you have a great submarine mate!!! HAHAH Looking awesome.
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, triangle,
264 Posts,
Join Date Mar 2007,
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creationtwentytwo:
You could get the same level of detail into a 250 - 300 tri model. There are 2 huge poly waste areas.
1. Arms and legs, 6 sided? Cut that to 4 sided
2. Hair, damn dude I could probably recreate your model using just the hair tri count, get that cleaned up and use alpha maps, if you must have both the inside and outside modeled then simply model the outside, clone it just inside and flip the inner UVs then delete the unseen tris.
When working on this low poly stuff you have to think in tris, not quads. This poly range is an art all its own with its own set of rules.
Heres a rather quick paintover that should help give you the idea with the limbs.

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, dedicated polycounter,
1,416 Posts,
Join Date May 2006,
Location Asylum
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Awesome Xaltar, much appreciated.
Low poly most definitely is a whole challenge in itself with regard to extreme optimization, it's totally new to me but I'm enjoying the challenge.
I'll work on this model a bit I think taking yours and JMiles comments into consideration and see if I can improve it.
Thanks again
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, dedicated polycounter,
1,809 Posts,
Join Date Aug 2009,
Location Warwickshire, UK
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Quote:
Originally Posted by Zwebbie
Model and texture tiny Germans to man it!
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Haha theyd be maybe 2 pixels tall on the texture
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, spline,
154 Posts,
Join Date Sep 2008,
Location South Jersey
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