So yes, I dared to up my polycount a little this time and so can't post it in the lowpoly thread.
I first wanted to try and blend fantasy and sci-fi, kind of like in the Final Fantasy games and such, but I think I ended up with more Sci-fi than fantasy in the end. I also wanted to try out and make the same kind of hands Poopinmymouth and Spacey used on their Naruto and Rock Lee models. Anyway, enough talk.
Also,
concept.
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other than that... nice work man!
Quake3 for example had playermodels with less polygons while having much more detailed textures.
You texture looks like it would fit nicely to a... lets say 500 polygon model (and corresponding game).
Otherwise nice work.
Edit: Actually I think you model doesn't really look like a 1.2k model either, due to the high use of quads which are quite inefficient when working with such low polycounts.
JKMakowka, I was thinking PSP when I made her and I think it's able to push quite a few polygons, but the texture memory isn't quite as good. Or am I wrong there? I'm not entirely sure.
Would be cool to see that one with a simple walk and attack animation on the Psp. Maybe a monster to go with that and bingo!
Personally i would make the arms as separate pieces, you will save polys and no collapsing.
I think this needs more contrast to texture. Looking a bit flat at the moment.
Cool. It reminds me very much of the original Phantasy Star game.
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I was just about to say exactly that, which is cool.
Use value chunks and gradients to section things off. The knee pad, for instance, just blends into the rest of the boot, contrary to the concept. Putting a dark line or a shadow under it will help make the pads their own entity. Or like instead of drawing a specular line on the shin of the boot to show a change of direction, shade one whole side lighter than the other (like you have in the concept) and maybe add a small highlight where it flares out to compensate for the foot. (One problem you'd run into is that you'd have the light on the outside of both boots, but you might be able to flip the UV's of the other boot so the light is hitting the same side.)
Some areas looks like they have too much highlight and not enough of the "natural" color showing through (like on the bicep, kneepad, toes).
The backside looks like she recently had a wedgie =P I'd kill some of that contrast and let the flap fall lightly on her butt.
I really like the sword, but it doesn't seem to have any relation to the character at all. Maybe some yellow bits in a couple spots will help unify. Also, if you take the corner pixels off the top of the circle (at the tip of the sword) it will help make it look more circular.
Dark, saturated reds will help bring some life into the skin.
Cool. It reminds me very much of the original Phantasy Star game.
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i loved playing the phantasy star games as a kid!
I hope it looks better now.