Here is the demo version of a trooper created for an unannounced title.
Unfortunately I was extremely rushed, the texturing and uv map will be entirely redone in the next couple months.
crits welcome anyways!
O, and this is my first post on polycount, thanks for looking!
o, displayed in realtime in 3ds max viewport. It is 4100 Triangles.
Replies
heres the concept i did up, and the wire, and the highpoly lastly. Crits welcome! I am redoing large portions of this soon, so I will take all advice into account at that time.
esp as hard edges (or poly folds) cause AA issues the less polys you use the better it will look, no mention of performance...
on another note, the thing with rts is it has to be easily distinguisable at low res, this if far too monotone for that. re-bake it down to a LOW poly say 1000 tris at most, with some nice fat colour variation and youve got something quite nice
Either way I doubt I will use less than 3k tris, it is a heavily LOD dependent game, and players will frequently be close up, as it is here, and even closer, I will be hand crafting all subesequent LODs also.
Good advice on the texturing, No matter what I do the textures Im sure will be significantly improved, I had very little time to complete this, when it was necessary to do so, so the textures are actually entirely processed from the various maps I generated from the highpoly projections. I did only 20 minutes of hand touchups, the rest is entirely a mix of photoshop filter and layer work from the generated maps, and a quick color-over. Im happy with the half decent results that were achieved through this fast process at the time.
I will make sure to post the future iterations of this, next Time perhaps while its in progress so your advice can be directly input!
Until then, Thank you.
~Shigee~