Hi! We got this assigment to do a lowpoly at my school.
I decided to do a creature/pet.
We are allowed to have 500 polygons, mine is currently on 424.
Here is my concept:
and my model looks like this:
My Uv's looks like this:
Feel free to give me feedback!
Replies
1. your beard planes could be reduced to only one plane mapped with the strands if you are going really lowpoly.
2. you are waisting a lot of uv space
3. the hands look way too blocky, i would chamfer t he sides a bit to make the silhouette less sharp
4. there is no geometric detail in the face, which is bad, as the figure lives because of the cute face
5. i think the tail is wayy to lowpoly aswell, looks a lot more elegant on the reference
6. there is no connection between body and legs. you should also look into the flow of the mesh there, as yours is not "realistic" (as in, there are muscles)
an extra tip would be the following:
as you are only allowed to have a very limited polycount budget you must rethink your modeling approach. you dont need quads in this one. go with tris. you must be carefull that deformable parts dont look ugly in an animation, but you dont need all quads over the whole model. i think you could save a few here and there that you could invest in other parts of t he model. my main concern is that it looks like a blob, rather than a naturally grown character.
sry, please dont take it bad :$
Lastly just some silhouette issues, your mesh is much fatter then the concept and there isn't any neck to speak of.
All of this can defiantly be done with 500 polys, you just have to be wise and use some tries!
best of luck.
Here's a good example to study. The characters are somewhat similar in style and they have similar poly budgets as well:
http://www.gameartisans.org/contests/minis/finals_mini3d_564.html
For starters, you definitely need to make the character as one continuous mesh. It will actually save you polygons and look much better as well.
Andrea, it'd be worth digging through the Low Poly Art thread to see how other people have worked with similar polygon budgets:
http://www.polycount.com/forum/showthread.php?t=41232&page=336
All these ultra low poly threads kinda make me want to go back and do some DS res stuff.
I stand corrected! I'll keep an eye on this tread, seems I could learn a thing or two :P Keep at it Andrea.
500 polies where loads back then^^
True. I just hear people say that technology has advanced, that the poly limit has gone up and people are sacrificing quality because they are trying to achieve the lowest possible polycount.
Perfect recent example.
400 tri characters and 128x128 maps
PURE QUALITY!
http://www.polycount.com/forum/showthread.php?t=94379
Sorry for hijacking your thread Andrea.