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
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
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
"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.
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.
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]
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.
Replies
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
That way he´d might look already alot more dynamic
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
"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.
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!
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.