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Redesigning my Low Poly Tifa Model



This is one of the first few models I modeled in Blender. it was man years ago at this point, and my skill level has significantly improved since then, so I think its time to go back and redo it.

Should I try and keep to that modern final fantasy remake style, or should I try a hybrid approach and use my own style? 

What are some glaringly obvious issues that I can improve for the redesign? (The face obviously) 

also, some context: This model was created for use on real N64 hardware, using Fast64 formatted textures.
The model shown is 726 triangles.

The redesigned model will not be under the limits of the N64, however, it will still be stylized as if it was. (A big inspiration was the scrapped N64 version of FF7)

I will keep you all updated on the progress in this thread

Replies

  • kanga
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    kanga polycount lvl 666
    The model above looks correct but extremely dated. I had to google N64, was never into it. There are threads here you can use as a starting point. In this forum there is hand painted stuff and low poly art. Have a sticky nose.
  • sacboi
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    sacboi godlike master sticky
    Still looks great, bit of a skilled art form in and of itself getting a char way under 1k tris  B)
  • Alemja
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    Alemja polycount lvl 666
    I'm not super familiar with the limitations of Fast64 textures, but if you're able to, better textures on the whole model could go a long way I think. Maybe something that is more akin to PSX styled. Indeed getting a character to be that low is a skill unto itself.
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