A few students and myself have been working on a game project. We are just starting to get some of the Art Assets started.
None of us have a whole lot of experience with low poly modelling(especially for characters) So any help would greatly be appreciated.
Here is a Tracker/Archer model one team member has started on. The model will be used in an RTS game so we have been trying to keep it as low poly as we can. We aren't sure the best way to model characters for this low poly, and would like some advice on what can be improved
(Such as joint deformations, proportions, and edge flow).
Tri Count: 852
Any advice is greatly appreciated!
This is the quick concept art we have for the Archer.
Thanks in advance!
Replies
You're also spending a lot of polys on interior shapes and small details (face, hood, cuff of boots) that you could use elsewhere either for profile or better deformation. Looking at the concept art, you could do things such as the hair, the boot cuffs, and even the transition from the front of the hood to the face with some careful use of alphas, while using fewer polys to do it.
Worth another pass to make those changes. The model itself isn't horrible right now, but those types of fixes will improve it a lot.
From what GarageBay9 said, you need to consider where you will use your polys and edgeloops. Place edgeloops around joints (Waist, Hips, Shoulders, Elbows, Knees, Wrists, Ankles, Neck) Place them where you will need to bend the model for animation. If you don't do this, your model will lose volume in those deforming areas. I think those triangles in the elbows and knees are not necessary, you can just have edgeloops running around those areas.
As for proportion goes, check for more reference! Reference is your best friend!