Home 3D Art Showcase & Critiques

Crafty Corsair mobile and next gen character

Hello,

This is my first time posting anything on polycount, let alone my work. This is a project I've been working on over the course of the spring. I have two different versions of the same character basis, one for mobile games, one for next gen.

First is the mobile character.

sheet_final.png

pirate_finished_beauty.png

And this is the Next Gen version.

sheet2.jpg

texture_sheet.jpg

finished.png

Currently I'm in the proccess of rigging, animating, and exporting the next gen character into Unity. Looking for general tips and advice for future projects, as well as improving these two assets for including them in a portfolio.

thank you all for your time, and for any advice you are able to give.
Josh

Replies

  • katana
    Options
    Offline / Send Message
    katana polycounter lvl 14
    It looks like you are off to a good start. with such a low tris count, I might suggest that you go back to the diffuse and try to really nail the paint layer before moving on to the others. Right now it looks like the area's are generally one color. The other maps are designed to enhance, not replace....
  • C86G
    Options
    Offline / Send Message
    C86G greentooth
    Don´t know, but the low version looks so much better than the "next gen".
    But on both versions the face is the weakest part to me.

    Aaaand let´s all hope that the next gen can handle more polies ; )
    Even the current gen can do it.
  • Samfisher84
    Options
    Offline / Send Message
    Samfisher84 polycounter lvl 9
    need to work on the anatomy, and the head uv needs to be allot bigger usually if you gonna get great detail in there. And the foot in the final pic feels very wrong!
    Keep at it!
Sign In or Register to comment.