A while back I was making a generic dude player model for quake 3 and was studying Slaught's low poly models really closely. *kiss* *kiss* for Slaught
Well I forgot about it but I just wanted to give Unfold 3d a shot and it works great! Saves so much time!
So here is a simple low poly dude, its not the greatest but you can practice skinning if you would like, and once I figure out how to make and place tags (h_head, u_upper, l_lower) and rig this guy, you will probably see him running around in Quake 3. Cheers!
SDK_Slaughtguy.zip - 136kb
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Also, I would probably optimize the cranium a bit and use those polies to better define the face. I think it's worth checking out how they did that for the original models in Quake 3. They had modeled lips and hinted at eye sockets even at those budgets.
It's good base to work from though, just needs things like the brow looking at, and how the nose meets it too- seeing that the face texture is not mirrored, you could in theory do a flat surface from the front facing planes of the nose and that would help make the textures seem more convincing
The unwrap looks good, though it's always good to try and get seams running straight, that way it makes seam removal easier. And as DP said, can use a 256 for body (might squeeze nicely on to a 256x128 and 128x128 for the head and anything left over
might do a fiddle with a texture just to see what I can do, not done much game arty stuff for a bit
hope that helps fella
Chris
There are too many stacks in the arms which don't help define the shape, either remove them or pull them about and add some shape in them.
Head needs some revising; eyes and nose are too high plus the shape is a bit off overall.