The title seems to be plain gibberish, but I don't really know how else to describe it
Anyhow, I've always had this thing for 4-legged mechas, and being inspired by several RTS-games I wanted to give a try and make my own... In low poly, of course.
I had an idea of 4-legged mecha that would be bit of a mix of something techical and organic, so this design here represents a character which is basically made of some sort of wood, dark rock, leaves and an animal skull (which makes his body).
Please note that I'm still a total noob when it comes to 3d and character design so bear me with the flaws of this design :P
The texture is also WIP, there's only the main colors but more detail will come. I'm also trying to create a control-scheme with Unity, a bit similar to Diablo (point-n-click).
Here's a link for live-demo (please install the required Unity-webplayer as it is The Way To The Ultimate Awesomeness)
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http://white-isle.net/utest/mbt/[ edit :: ]
As a sidenote, this started as an entry for the
awesome 500-poly-thread, but as I progressed with the model and found the ideal design I wanted to achieve, I just trashed the 500 poly limit and let myself go, lol. Maybe I'll do something later that fits within 500 polys.
[ edit 2 :: ]
Damn, anybody know how to make 2 sided polys render correctly in Unity? (see how the wings are bugged..)
Replies
Once you have the skills and confidence then start narrowing down the complexity and then produce some low poly stuff.
I believe one of the hardest and probably one of the most important lessons any noob (myself included) has to learn..is to keep things simple. Our eager creative minds are all wound up and we tend to hit the floor running. Usually, it's right into a wall. That can be real discouraging when just starting out. It may be a cliche, but we have to learn to crawl before we can walk, run, etc. Regardless, keep at it man. This looks to be a fun and promising project.
Saying that they should be playing with current gen stuff is just plain wrong! You need to learn how to optimise, how to use poly loops as efficiently as possible, and how to unwrap simple models before you even think abouy tackling current gen work.
Seriously 9 skulls keep doing what you are doing here .
Muzz, dude, everyone is entitled to an opinion and why do you say it's bad advice? It works for me but not everything that works for you works for other people, maybe it's too hard for you to accept other peoples opinions.
Anyway I cannot see any logic in your statement when you said learn to optimise! When your just starting out this is putting far too much pressure on a person, how are you supposed to optimise when you haven't got the experience making meshes/unwrapping?? imo that skill comes later on.
Also level of spec does not have anything to do with artistic freedom i see no reason why you cant express it any fuller with low poly spec.
On the other hand, doing really good low poly models can be tough, probably as almost as hard as a good hi poly model (note I said REALLY good lp)
It's a cool character anyway, looks like it's time to learn/work on texturing. Kindof looks like a bug crossed with a gorrilla.
I seriously love your unity presentation.
dunno where two-sided faces would be implemented in unity, but,
you could possibly add a duplicate set of wings in there with the normals flipped. a bad hack, but It will look good, for now at least.
c'mon man!
update already:)
isn't that what the engine does anyway? That should work fine.
"where is that little button/checkbox/switch/whatever that will make these planes two sided?!???"
I dont have a real answer, but hell, i tried