Hello polycount.
This is my first post here. I'm currently working on a low-poly model of a street cleaning vehicle. This is mostly for learning, but I'm also thinking using it for a game for mobile devices. The limitation I set for myself is max. 500 tris and a 256x256 diffuse texture. The look should be friendly/cartoony.
Here are some first sketches and silhouettes.
Since the game (if there will be one) will most likely be top-down, I tried to come up with a shape that looks good from top-down (isometric) but also looks good at other angles:
The model is basically done (499 tris), currently I'm working on the texture. Below a wireframe and the texture WIP (with UV layout overlay):
Any comments/suggestions would be greatly appreciated. I saw at other places that it's not good practice to have cylinder caps as triangle-fan. But I think it helps to save a lot of texture-space... what do you think?
Replies
It looks like it suits the style you intended it for. I think its cute :P
Just noticed that the "brushes" have a good contrast, while the rest of the texture lacks a bit thereof... will work on this and of course also complete the texture
156 tris, 64x64 texture
Wireframe:
Texture:
like you wrote, vehicle lacks contrast. the glass could use some darker tones since at the moment it looks almost like a glowing screen.
The light is the biggest issue, but you should probably add a chamfer on the wheel wells too. And I think you can save a few polies by having the broomhandles as a simple box with 5 sides (delete the side that's inside the cabin). If you feel you need to abso-deffo-posi-lutely need to stay under 500 triangles, take the wheels down to 10 sided.
I think having trianglefans is a good idea because of the UV-savings (though you can mirror half a circle if you use parallel edges), but also because of keeping the shading more consistent(doesn't apply to this specific case) and the possibility of making the end slightly convex or concave.
The pidgeon doesn't seem to fit the truck in terms of detail and texture style. On its own it looks good, though.
@Snader: These are some very good observations, thanks a lot! I was able to reduce the poly-count on the broom-handles and I also improved the alarm-light. As for the tires: Since they don't have a very bright texture there, I think I can go ahead and fake the bevel with a highlight in the texture... what do you think?
@Blaisoid: You're right.. I wasn't even thinking about shading the glass. Thanks for that input!
I have revamped my UV layout and painted most parts of the texture again. I noticed that in my old layout I had very uneven scaling.. some areas had a much higher pixel density as others. I tried to address this in the new version. I think the texture could use some improvements, especially the glass isn't really convincing. Maybe somebody has some tips?
Here are updated pics:
Wire:
Texture:
Render with some pigeons that are magically all in the same pose (looks like I need to use a higher-res texture for the vehicle..)