Hey guys. I'm trying to make some samples to my portfolio of low poly chars, aiming the NDS system.
There goes some concepts. The ideia is that those chars are on the same school and they are students of journalism. The main char is the girl of green hair. I'm not sure if she's really atractive for teens and kids audiences, or if she's attractive enough to a main char. She should pass the idea of a really dinamic person, who can shake everytyhing using her skills as a reporter. So crits and advices are very useful. The first model has 452 tris and a square 256 diffuse map.
The guys
The concept of main char
The low poly of her (textures unfinished yet)
Replies
Aside from that I can't really level any real criticism against it. I love the style of the character, the 3D model is a good interpretation of the concept. Be sure to go over it for optimization, but aside from that I think its great.
Model is nice.
Is her name Eve? I see no belly button.
It could just be the screen I'm looking at, but I think the highlights of her thighs could use a bit more "umph" so that they read a bit better in the smaller view. Hair, while probably more realistic if she has natural dark hair, seems a little desaturated and dark. Her skin color and jacket color are very close in hue when viewing the small verison. That isn't bad...but you might want a little bit more of a contrast between the two.
Those are just my first impressions...
Overall, I think its cool.
A few things though. At 500 triangles she would be 1/4 of the total triangles that could be drawn on the screen. So the first thing i would consider doing is bringing it down to around 300-400 depending on how many you want on the screen at once.
For the texture the biggest you should ever go is around the 128* size. Which is still really large. I like 64x128. In the sized down version of your character you can't see things like wrinkles. So most of the details you would gain out of a 256 would be lost.
Remember that you can use vertex colors to ton of fake lighting on your mesh.
Don't view your model with any kind of texture filtering on to give yourself a better idea of what it will look like in game.
I made this a while to help with optimizing DS stuff:
http://www.20threed.com/images/tuts/ds_optimization/Ds_optimization01.gif
There goes the texture map, for better crits
Suggestions for miroring
1. torso
2. head
The limiting factor you have with handhelds is memory and with a 256 texture you are really pushing that. Try saving your current UV layout then loading it in map channel 2 and collapse stack. Then unwrap again on map channel 1 with your mirroring and simply set your material to channel 2 and render to texture setting that also to channel 2. The result will be your current texture rendered to your new UVs.
This will alow you to experiment with different UV layouts without the need to repaint every time.
and mainly something like this
So, I have to do more new sketches and start again. But now thank you guys I have much more technical info about how to make models on DS, so I believe next models will be much better.
The more punky purple-haired girl would be really appealing to pre-teens especially with her stripey shirt and cool boots... the other one is cute too, very feminine, but doesn't look as headstrong. A mix of both girls might hit the target of the dynamic lead character you're looking for~
Love the two recent concepts. Can't pick my fav as they are quite different. GuitarHero vs Myazaki...
Also regarding your earlier 3d test model you could really save tons of UV space. Not really by moving them around but by focusing on what's important. For instance human limbs are just cylinders, right? So you can just paint a tiny tiny gradient of the desired color somewhere on your map and lay many UV chunks on that tiny area. Things can overlap, share UVspace aso. Also many areas just need a flat color in my opinion, maybe enhanced a little by a hint of vertex coloring.
For the UV thing this can give an idea of what I mean (even if the specs are heavier than you are looking for, and the UV layout has not be rearranged/optimized. But you'll get the idea for the sharing principle - mostly on the red parts)
http://pioroberson.com/images/3d_pior_twisted.png
good luck! looking great so far