Home 3D Art Showcase & Critiques

low poly model help

polycounter lvl 17
Offline / Send Message
Jalechah polycounter lvl 17
hey im working on this low poly model, making it suitable for either a DS or PSP game.
not too sure what style im going for, but any criticism would be great

http://i57.photobucket.com/albums/g210/Jalechah/270man.jpg

the poly count is 270 tris

Replies

  • qubism
    Offline / Send Message
    qubism polycounter lvl 18
    apply the relax modifier to it and see what happens.
    after that define again what u think needs definition.
    this looks very boxy and not very fluid or elegant
    not to say natural

    plus u have some wasted polys...
    this is very very basic... keep workin on it some more
    plus ... what exactly are u after?
    thats something we should know if u want crits...
    but u said yourself u dont know
    so you should think that through maybe
  • renderhjs
    Offline / Send Message
    renderhjs sublime tool
    the most dynamic view is the front view,- all the rest views have straight flow in them. Give the legs a little bend from the side,- the arms bend them slightly towards the front (seen from top) and the feet rotate them a little bit outwards.
    That way he´d might look already alot more dynamic
  • Jalechah
    Offline / Send Message
    Jalechah polycounter lvl 17
    thanx for the tips!
    i did a little work on it. this is how it looks now

    http://i57.photobucket.com/albums/g210/Jalechah/254man.jpg

    is that what you were talking about?

    i hadnt used the relax mod before, so that was new to me. also the poly count is down to 254
  • Jonas Ronnegard
    Offline / Send Message
    Jonas Ronnegard polycount sponsor
    that helped alot when comparing to the original image,, what are gonna do with the hands?
  • ng.aniki
    Offline / Send Message
    ng.aniki polycounter lvl 13
    PSP and DS have really different specs...

    "making it suitable for either a DS or PSP game." is like saying that you want to draw a 20x20px picture to print it at the same time on a stamp and on an A4 poster. (my english is not perfect, dunno if you understand what I mean)

    This model on a psp will look really cheap...
    PSP can handle up to 50.000 tri on the screen. Characters are usually more important than the rest of the world, and it's why we usually use a higher polycount for characters.
    To give you an idee, on PSP, for a main character, you can easily go up to 3000 tri...

    The biggest restriction on psp is the memory size, about 2Mo for every textures in your scene. Then, it's more interesting to add detail in the mesh than using more textures and/or higher res textures on it.
  • Jalechah
    Offline / Send Message
    Jalechah polycounter lvl 17
    yeh i get what you mean about the model being for psp and ds not working. but i'd like to make a homebrew game where the DS plays with PSP, so i could give the psp version a better texture but thats why i want it looking good for both.
    but that probly wont happen but i'd like to make a few models based on it.

    http://i57.photobucket.com/albums/g210/Jalechah/ndsvpsp_conceptart.jpg
    thats the art

    http://i57.photobucket.com/albums/g210/Jalechah/ndsvpsp_colourpallet.jpg
    and this is the colour pallet
    the parts outlined in pen are ment to glow

    (theres some pencil sketching thats not ment to be there so he's not wearing headphones its just that i oulined his head haha)

    Comments and Crits welcome!
  • t4paN
    Offline / Send Message
    t4paN polycounter lvl 10
    Like others said, add some polys for definition, eg, calves, forearms pretty much everything could do with a bit more pollies. Great improvment from the start, and lastly, use the "[img]tag for forums" when copying the link from photobucket :P[/img]
  • Jalechah
    Offline / Send Message
    Jalechah polycounter lvl 17
    should i still add the polys even though its ment to be for a DS? i know that a DS can only handle around 2k polys on screen.
    If yes, what approach should i take in adding them? i assume the areas that would require more polys would be joints so they animate better.
Sign In or Register to comment.