ok guys Im actually UBER ahead of this then I expected, this is literally a days worth of work between modeling unwrapping and the begining of the texturing
texturing will be a 128X128 map for soundwave including weapon, and conflicting if rumble will be 128 or 64 X 64
this is actually my first extremely LOW LOW LOW poly thing Ive ever made (all my old low poly was like more for unreal 2.0 based not hand held)
Modeling was a bit tricky but I think I got it pretty solid for a first try.
As always crits and such are welcomed,
I did just start the texturing so expect it to change in the next few days
Replies
Looks like a solid beginning.. can we see your UVs?
Probably wont make alot of sense until I finish texturing though?
Are the joints set up to animate okay?
Im sorry im a total newbie at DS platform @_@
Also is 128 texture sheet to large? A friend of mine suggested 2 64 X 64 textures?
my hands area already bleeding from the jaggy pixeleness
I believe that this guy would be around this size on screen, so at this size think im over or underdoing it ?
The DS can only hold 32 64x64 textures at a time, a 128 would eat 4 of those 32 slots, meaning 1/8 of all your texture memory for the entire area would be used by just a single character if you went with that.
Could you post the painted texture sheet? It'd make it easier to crit.
Lowering the poly count:
- Rumbles red shin detail, could be done with textures not geometry. EDIT: but it depends on what is being taxed more, texture memory, or vertex processing power, as to what should give. If the shin detail only takes up 1px of texture space I could see leaving the geometry in. But having it fully unwrapped would make the added geometry useless and you might as well paint that detail on the purple shin box
- the tubes on rumbles could be 4 sided.
- Make sure rumbles chest/shoulder boxes go all the way across. So one box crosses thru the chest and forms shoulders on both sides. This way you have 3 boxes instead of 6 for the chest/shoulders.
- The tiny blue belt on rumble could be handled by the texture, it isn't adding enough to the silhouette to warrant the polys.
- Rumbles face could be a cube, remember soundwave is going to be tiny on the screen, rumble is going to be a flea.
- The more polys you shave off, the more you can put into soundwaves missile launcher to round it out.
- Push the silhouette shapes, you have quite a few subtle details that will look like straight lines once you put them on the DS. Either shave those polys and make them straight lines or make them count by pushing the shapes.
Texture suggestions:
- Use less individually unwrapped pieces and more tiles. Also approach it more like a pixel artist would, paint in pixels, turn on a 1px x 1px grid if you need to. Literally paint with a 1px brush try to stay away from blurring details like the shine on the chest or the details on the elbows. When you zoom out (or squint) the chest glass becomes all light blue. You really have to consider the final size the model will be viewed at and maximize the detail for that. When working this small, your texture will look better if you paint at actual res instead of scaling down. When you scale down on textures that small it just becomes a blurry mess, then you end up going in and cleaning everything up making lines crisp again, and basically repainting your texture, its a huge pain.
Vig: Thanks for those suggestions on rumble
The texturing done to soundwave has not been detailed at all other than the glass area and somewhat the head, Im going to be really detailing it up tonight, but Im going to be turning off the smoothing groups as everyone suggested
I do plan to have every area that has a color to have details (like the arms kinda) but still WIP right now.
Thanks everyone
Ok took what vig said into account lowered rumbles poly count a bit, soundwave I really couldnt shave off much without losing his form .
I did on the other hand take what ghostscape said, and well
here looky
Still rough but a general transformation idea
Final texture on soundwave I decided to keep at the 128 and added ALOT of details
Rumble I kept at a simple 64 X 64 only
and well heres the models take a look, rip apart, say what you must, tell me everything thats not right so I can make it! Also I havent slept in almost 29 hours now WOO!
The still are viewport grabs I put in photoshop?
The two things that jump out at me are the uneven distribution of black dots on his microphone, and the non-symmetrical backward and forward buttons. Make sure the top and bottom sides are even.
I turned off the Texture smoothing in max , and I have my texture as a 128 only and a 64 X 64 on rumble
Am I missing something here?
and the odd thing is the Fast foward butons are the same ones just flipped, odd they arent symmetrical
Explain your SCIENCE!
for renders: F10, renderer tab, turn off antialiasing and filter maps
and heres the flatty flats
Oh I forgot to mention there is a alpha on soundwaves head piece and his gun area, I'll render out the gun and head more zoomed in a bit