Something silly I did over the weekend to refresh myself on using Blender: I was originally going to do a 128 challenge (128 tris, 128x128 texture) but realised pretty quick that 128 is insanely low, Goofy would have become a Minecraft skin. Bumped it up to a limit of 256 tris and that was still tricky. Texture was done by…
Blender 2.56 Beta I've been tweaking the it in Blender as much as I can and this is the best I can get: It doesn't look all the bad in render, but I think I'll need to tweak it in Photoshop.
meant to post these earlier. Total tri count is sitting at 2356 minus the battery pack as that will have a seperate texture since it's a seperate piece of geometry and would be used as a prop as an ammo pickup if this was put into game.
This guy is supposed to be a street deathmatch fighter. 2254 triangles and 1 1024 diffuse map The design is abit of a mish mash, I should have concepted it out before I started. I have finished with it but still any C&C would be great
Welcome to the 'Retro 3D FAQ', a thread dedicated to sharing information about the creation of 3D art for game consoles made before the age of programmable pixel shaders. If you enjoy the look of 3D games from the 90's and early 2000's, and would like to learn how to make such art yourself, this is the thread for you! :)…
I increased ray count from Ambient Occlusion to maximum (4096) from 256 and the results are much better. In the bottom part of the seats you can see the difference, the artefacts disappear.
This is my latest Model. all done in maya exept the base and the skulls, they are sculped in Zbrush. The model is 7256 Tris and diffuse, normal and specular maps were used. This is my first real model so im very happy with the results.
hah thanks. It's a wip really. For the Bond stuff we usually have about 4k polys for a main character, with a x256 tga for head, another for body, and a couple of smaller maps as needed such as alpha eyelashes and hair, and a 64x64 eye targa.