Hi, here is my first lowpoly normal mapped character. Ive modelled it after a wallpaper from "Lineage 2 chronicle 5" and ive tried to model it as close as possible to the image.
Character Polycount: 6170 tris.
Textures: 1024x1024, Color, Specular, Normal. 256x256, Hair.
Software: Maya, Zbrush and Photoshop.
Sword Polycount: 396 tris.
Textures: 512x512, Color, Specular, Normal, Glow
Software: Maya and Photoshop.
Since im fairly new to lowpoly im quite sure that theres certain things that could be done better or "smarter" so please dont hesitate to bash* uhm.. criticize the model.
All images are cropped screen grabs from the Maya viewports taken at 8xFSAA, no post-processing.
Reference ImageSword CloseupCharacter T-pose
Highpoly:
Sword closeup 1Sword closeup 2Armour closeupLegs closeup
Visit my homepage for more pictures and 360 spin:
http://www.martinocheng.com
Replies
examples of where he needs it would be the head, you have no tonal variation up there, in the ref hes got black makeup around his eyes, yours doesnt. The metal over all doesnt look like metal at all its wayyy too clean so put some grime on there and push it with a good noisy spec map. same goes with the cloth, just make the spec there none.
you have a great model, but its not done.
Elf textures
Sword textures
As you can se on the texture, it is quite dark around the eyes but it doesnt show very well, i had darker before but i toned it down, i think it looked silly but i can play around with it a bit more. The specular on the face however i can agree has no variation and should be looked over, any paintover or tutorial would be welcome.
head closeup:
As for the lightsetup, i have used only pointlights with various intensity and there all white . A little more explained use of ambient lights, (placing,etc) would be nice. Heres 2 screenshots of my lightsetup.
All of TGZ's texture suggestions are pimp.
Good work! I hope to see more