Hey Guys,
wats up? This is my 1st post. I was wondering if u guys had anytips on lighting low poly chars... also rendering for that matter. I've almost finished this character based on colonel mortimer from for a few dollars more.
620 tris including all props.
2 256x256 textures 1 alpha.
Replies
No lighting is the way to go for really low-poly characters. You should also paint in some ambient-occlusion-like lighting on your color map, and some specular bits painted in for shiny things like metal.
Here's how I presented my last character, all screengrabs from the 3ds Max viewport.
http://ericchadwick.com/img/cowgirl.html
I'm using max by the way I rendered using catmull(after researching this sight).
The thing I dont like about not using lights is i get unwanted shadows... so then i try an self illumination color and that changes the look of my char entirely.
If you're going for something this low-poly, best way to show off your work to a potential employer (a game studio) is to show it in Flat mode, in the viewport.
Resolution, nope. Screenshot it big enough so I can clearly see what choices you made. Right now your char is too small to be helpful, and I need wireframe views too, and I need to see the texture too.
Edit... also helps to turn off texture filtering for the viewport. If using Direct3D display driver, change Texel lookup to "Nearest" and change MipMapLookup to "None" then reload your textures.
ok so i've done that right, and now my model in all its glory..... im going to have to go back and and edit this to hell hey
http://www.benregimbal.com/hp.html
Oh, and your model is a good start! Keep it up, and post him in the Pimping section.
http://scriptspot.com/3ds-max/viewport-grabber-0