Fozwroth wrote: »
Started blocking out a mini environment that I'm hoping to finish within a few days :] a few hours in..
murph wrote: »
Gnomes and a concept that were shown at Blizzcon, more here: http://cghub.com/images/view/751238/
DaveW wrote: »
I've been working on this today, it's only meant as a prop but I'm practising more efficient techniques (floating geo and the like)
TheQiwiMan wrote: »
You can get a lot of work done if you just never sleep..... I picked up a freelance gig, did this Fighter guy, low-poly for a mobile game-
Put him on p3d- http://p3d.in/63EPw/shadeless
Slaught wrote: »
Nice work but it would be nice if you gave me at least a little credit for the original model.
TheQiwiMan wrote: »
Slaught- Hey man, sorry you're absolutely right! I should have clarified its mostly just tweaks on your mech guy sdk. I am ashamed. I downloaded your model years ago from gameartisans to study how you got such appealing shapes with such a low poly count.
I'd like to blame being sleep-deprived, but theres really no excuse not to give credit where its due, really sorry. I've updated the info on my blog and the model info on p3d to reflect this.
Sorry again, really no excuse for me not to cite your work.
Vendetti wrote: »
@ DanielBohrer: awesome fanart
i guess for an ios game its got way too many polys.
try to search for some low poly bows at google and adapt your model a bit. especially the polys at the radius can be reducet a lot.
heres an example i shamelessly copied from google:
as you can see the bow barely got any polys but still looking very nice due to the texture. remember, textures make lowpoly things pretty
Kapoff wrote: »
Trying some cartoony hand painted stuff. So here's my WIP.
Rayph wrote: »
More Doom art tribute, this time a lunch sketch for the icon of sin
Jewel wrote: »
I adore this~ Especially the fact that it's diffuse only! The gold could look a lot better with some normals but everything else is rad (and as they are the gold is fine for diffuse only!). Care to share the wires~?