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I disagree about alpha'd hair. At this low resolution you'll never achieve the sharp spikes the character has. Maybe on other characters it would look fine, but the spiky hair is one of the few striking design elements. Personally I wouldn't want to compromise that and would be more than happy to sink a few tri's into maintaining the silhouette.
I'd just kill the inside and the extra loop on the hair leaving a shell. After doing that you'll be swimming in tri's to use for all those other good suggestions.
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, triangle,
366 Posts,
Join Date Apr 2005,
Location Michigan
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Hey, i love this thread ^_^

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, line,
76 Posts,
Join Date Jul 2006,
Location Australia
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all the guns I did for a dead handheld project

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, polycounter,
1,099 Posts,
Join Date Jun 2008,
Location the slums of shaolin
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awesome work racer, shame about it being dead
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, polycounter,
1,188 Posts,
Join Date Nov 2004,
Location Toronto, Ontario
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Holy shit racer nice job!
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That shits tight racer! good work.
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, spline,
184 Posts,
Join Date Mar 2006,
Location USA
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Awesome work Racer! Make something with them damnit! There are quite a few open engines these days, don't let all that go to waste.
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, dedicated polycounter,
1,416 Posts,
Join Date May 2006,
Location Asylum
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Quote:
Originally Posted by Kessler
Glynn you have a great submarine mate!!! HAHAH Looking awesome.
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Wasn't mine, dude! Belongs to Harry ;)
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, polycounter,
1,245 Posts,
Join Date Apr 2006,
Location Staffordshire, UK
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Those are fantastic Racer. What a shame the game died. Still very cool.
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, card carrying polycounter,
2,026 Posts,
Join Date Jun 2008,
Location Santa Monica, CA
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noice!
I've just built one of those as well although mine is an RC model- cracking job sir! 
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, polygon,
526 Posts,
Join Date Oct 2004,
Location Hampshire, UK
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Damn racer, that's fantastic work.
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, triangle,
324 Posts,
Join Date Feb 2008,
Location Belgium
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This is for an old NDS game thats not moved to iPhone dev, so ignore the texture res as I'm painting at double atm. Still very much a work in progress hence the odd shading on the model and the neck area. Also the ground looks odd because its tiled and displays oddly at higher than normal res! :p
Actual iPhone screen res mock up:
The player model is currently under 500 polies with sword, and the texture atm up top is a 256x256 but the final will be 128x128. I'm keeping it at 128x128 as there will be close up camera points of the player so it makes more sense, but don't need to go higher. The eyes are seperate planes and a little higher resolution to pop more.
Last edited by odium; 04-02-2010 at 05:57 AM..
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, card carrying polycounter,
1,979 Posts,
Join Date Jun 2005,
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Amazing job Racer- I had a taste of making low poly guns when I worked on COD Modern Warfare Mobilized for the DS, and I'm loving yours. Gah, I would've loved 128x128 maps for those views.
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, polygon,
727 Posts,
Join Date Jan 2007,
Location Austin, TX
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kick ass racer!
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, card carrying polycounter,
2,123 Posts,
Join Date Oct 2004,
Location munich, germany
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Odium, you might want to consider working on that rock / cliff texture some more so that it matches the rest of your assets. That, and it's a bit too obvious it's photo-sourced!
Racer, aweeesomee!! 
Last edited by Szark; 04-02-2010 at 06:58 AM..
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, spline,
162 Posts,
Join Date Apr 2007,
Location Adelaide, Australia
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It wasn't photosourced if I recall :s But I'll take a look later :P
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, card carrying polycounter,
1,979 Posts,
Join Date Jun 2005,
, Counter of Polys™,
6,426 Posts,
Join Date Dec 2004,
Location Newcastle, uk
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wow racer kick ass set! Bummer we won't get to play with them.
Cool plane Harry, 256 map?
Jalechah - Try pushing the shadows a little more to give the character more volume. Cool poses!
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, line,
78 Posts,
Join Date May 2008,
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Quote:
Originally Posted by rooster
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Well then I guess I did :p Those textures were made last year so I best go back over them and do them again eh? :p
I'm calling the pirate done so it doesn't get too busy on a small screen/resolution. 480x320 pixels isn't a lot to work with anyway, and this is the biggest I imagine the model showing up on screen for special camera sections:
Now onto the level textures...
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, card carrying polycounter,
1,979 Posts,
Join Date Jun 2005,
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Imho textures are too high res...
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, spline,
223 Posts,
Join Date Jan 2010,
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Quote:
Originally Posted by premium
Imho textures are too high res...
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Like I said previously if you read, the textures were painted at higher resolution. The smaller pics on the right are final res. 128x128 for the main player isn't too high res at all when hes seen up close in cinematics and what not. This is for iPhone not GameBoy Colour...
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, card carrying polycounter,
1,979 Posts,
Join Date Jun 2005,
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but then there's no use on showing us the texture at a different resolution than the ingame one.
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, triangle,
396 Posts,
Join Date Nov 2007,
Location Montreal, Canada
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Quote:
Originally Posted by fonfa
but then there's no use on showing us the texture at a different resolution than the ingame one.
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critiques on technique, style, w/e... Overall i like it, could be a bit more painterly and nice, but at the distance its seen at, it doesnt need much more detail.
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, dedicated polycounter,
1,686 Posts,
Join Date Sep 2009,
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Quote:
Originally Posted by fonfa
but then there's no use on showing us the texture at a different resolution than the ingame one.
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I didn't. The above pic has the ingame 128x128 on, the image to the right. The left is more of a beauty render. No reason to get annoyed.
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, card carrying polycounter,
1,979 Posts,
Join Date Jun 2005,
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