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Low Poly Character Topology Critique Needed (For Rigging & UE4/Unity Engine)

polycounter lvl 6
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Oblivion2500 polycounter lvl 6
I'm creating a game as an indie developer and my game is low-poly with a maximum allowance of 1200 triangle polygons for characters in this game. They are all humanoid characters. I'm practicing first on modeling characters with less than 1000 polygons. I'm having some difficulties with the typology, especially around the armpits and crouch which is causing some normal shading issues inside of Maya LT 2018 and Unreal Engine 4. I'm also trying to setup up model typology to be rigging friendly. There won't be any hand fingers, just a fist grip. I have tried using Maya LT quick rig which is great but it seems to have a hard time with low poly characters. I notice that a lot of PlayStation 1 games had the limbs, torso, and head separately with no holes that way it can be animated easily with less distortion, is this necessary for today low poly models? I'm using Maya LT 2018.2.


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