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Quote:
Originally Posted by Baddcog
@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.
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Thanks for the feedback! I also got some feedback about the colors, so I updated that a little bit.
I rendered with a 128x128, and you're right, I think I could make it work, but I feel like I might as well poly reduce it further if I was going to go that route. Like I feel that the tri-count to texture size ratio is pretty good currently, does that make sense? Or am I mistaken?
Also, I'm going to go back and scour this thread for examples of characters and their poly flow and rigging, but any tutorials or great examples you guys know of right off the bat would be super helpful 
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, null,
10 Posts,
Join Date Aug 2010,
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created Low-Poly Golf Cart
on 03-13-2012 11:09 PM
I'm a Game Art student and this is my first textured model. I've only been moddeling for a few weeks, so please dont be too harsh guys

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, null,
1 Posts,
Join Date Mar 2012,
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I couldn't post these until now, so here they go. All of them use 128 or 256 diffuse textures, but here they have the 512x512 one, for iphone 4 and ipad.
The tank and armored vehicle are 446 and 420 triangles and 256x256 textures in the screen grabs bellow.

Last edited by shaka; 08-28-2012 at 10:59 AM..
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, vertex,
37 Posts,
Join Date Dec 2010,
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^ Really nice! Impressive
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, spline,
122 Posts,
Join Date Jan 2010,
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@Colin, yeah, makes sense and 256 isn't that big anyway. You should post the uv's/texture sheet though. That can go long ways when judging the used space. The only thing i really notice in the smaller tex is the wood grain being pixelated, Possible you could just crunch the uv's a lot on the metal and save most of the space for the wood.
i wouldn't worry about it too much though. Nice prop> onto the next.
Great at starting projects...
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, polycounter,
1,100 Posts,
Join Date Jun 2007,
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Well I've finished my model of Brad. His model is 600 tri's. The full scene including the 3 items came up to 840 tri's.
Again, any feedback would be great.

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, null,
5 Posts,
Join Date Mar 2012,
Location Leeds, UK
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^ Wires please. Say, where do you intend to make your RE fan game anyway? If on mobile, you don't have to include the trigger, 'cuz to begin with, you may not likely to see your character too close...
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, spline,
113 Posts,
Join Date Jan 2011,
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shaka that Hulk is so cool I had to save it.
Last edited by paradise.engineering; 03-14-2012 at 06:56 PM..
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, spline,
150 Posts,
Join Date Feb 2011,
Location LowpolyWorkshop.com
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thanks,
here's another model i can finally post.
Not to be boring i'll be posting one model from the set, and 2 texture versions. If anyone wants to see more of them and wires for every model i'll be glad to post, because i have like 5 cars with 6 skins, and tons of exhausts, wheels, lights bla bla, for in game customization.
924 triangles without the wheels, and a 512x512 texture. In game it used a 256 or 128 version. This size was used only for the garage part. All other textures like the lights, spoiler, neons, exhausts are small 16, 32, 64 textures.

Last edited by shaka; 03-15-2012 at 01:45 AM..
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, vertex,
37 Posts,
Join Date Dec 2010,
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Quote:
Originally Posted by willy-wilson
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I want this as wallpaper too!
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, polycounter,
981 Posts,
Join Date Feb 2006,
Location Aachen, Germany
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Quote:
Originally Posted by SimonT
I want this as wallpaper too!
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3rd`d!
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, card carrying polycounter,
2,032 Posts,
Join Date Nov 2004,
Location three oh three.
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subscribed to that  )) 1920? 
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, vertex,
37 Posts,
Join Date Dec 2010,
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Quote:
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I want this as wallpaper too!
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4th'ed
need critique
i can't quite put my finger on whats missing but i feel something is,
do you think it would benefit from teeth?
intended to be used on the iPad 3, the texture file is 2048 as it takes a major of the screen. need it to look clean.

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, null,
16 Posts,
Join Date Feb 2012,
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I'd definitely add teeth unless he is intentionally supposed to look cub/baby like? Otherwise I'd say having the glowy edges one so much of the model takes away from their impact a bit, perhaps knock em back, get a bit more balance.
I'd look at the lovely concept work creature box produced for ratchet and clank as a possible reference.
Note the focused use of highlight colours and details, more here...
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, line,
53 Posts,
Join Date Sep 2011,
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@woodesh
Well I would say it possibly lacks horns/ears/protrusions on top of the head
but more importantly the blue light is to much... makes the shapes hard to read and to busy for my eyes at least... it would be better to go for a little less mid-size detail.
-no need for cleverness... the font does all the work-
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, vertex,
29 Posts,
Join Date Feb 2012,
Location Delft, the netherlands
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For all those that want a wallpaper, ill get to it when i get home from work.
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, polygon,
732 Posts,
Join Date Mar 2009,
Location Tucson, AZ
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great, we need a like button. 
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, vertex,
37 Posts,
Join Date Dec 2010,
, spline,
139 Posts,
Join Date Feb 2007,
Location Barcelona, Spain
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woodesh - if it's really going to be large enough on screen to justify a 2048², you don't have nearly enough polygons. A model like this shouldn't have/need more than a 512².
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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Thank you for the advice people,
the heavy neon blue is to identify player colours, i would agree with it being busy but if i put any less into it then with four of them onscreen they lose there colours.
the game is viewed from what would best be described as isometric/top down i wouldnt know what to put on its head without it being a distraction.
Ipad3s resolution is massive, i'd probably use 512 in another circumstance but it would look reasonably blurry. the low polygon count is intentional, theres alot of polygons on the screen which are more like to slow the framerate down over the texture space.
the teeth definitely give it more character but as said its busy, which emissive sections would you remove from the model?
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, null,
16 Posts,
Join Date Feb 2012,
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If you need distinctive team colours I'd go as far as to say that the entire texture should have a colour tint of some kind.
On top of that, rather than make the glowy highlights strokes, I'd block them out a bit, so the entire eye should be a lit orb of the team colour, as could the shoulder pad and hip joint, and knock back/remove the strokes elsewhere.
Make sense?
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, line,
53 Posts,
Join Date Sep 2011,
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Very impressive tucho.
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, vertex,
37 Posts,
Join Date Dec 2010,
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paradise-engeneering: LeChuck! I'm guessing ZOMBIE pirate LeChuck?
Tucho: Why is it that tentacles are always trying to conquer the world? haha. But seriously, great animation! the girl's animation and point of view reminds me of age of empires. I really like your elven characters, by the way.
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, line,
88 Posts,
Join Date Dec 2011,
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lean: indeed! nice to see Monkey Island fans alive! Im doing it for the LPW Mario Cart Racer Contest. you have to pick a game character, model it and make a cart for him.
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, spline,
150 Posts,
Join Date Feb 2011,
Location LowpolyWorkshop.com
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Its a light house.
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, spline,
122 Posts,
Join Date Feb 2008,
Location PA
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