@kriscrash: thanks for the tips :). I'll look at optimizing this guy. I think the reason why I have so many is for rigging purposes. I was taught in school that 3 loops are necessary for proper deformation. I guess its hard to get out of that mindset. Thanks again for the diagram.
So after seeing that Balrog model I became curious to learn more about Cave Story. Turns out is a great free game if you're a fan of metroid/castylvania! So, I wanted to contribute and made a 3-d Misery to add to the growing cave story selection!
@drelectro: my latest project is a new track for the game carmageddon, completely free time spening and non commercial work. I has a lot of low poly work, due to the limitations of the old game :) Topic over here; http://devwam.toshiba-3.com/viewtopic.php?id=475
Did a low poly axe for DOTA2 over the weekend, submitted yesterday to. LOD0 ended up as 294 tri's and the in-game LOD1 was 216 tri's :D Be sure to rate up coz I love you <3 :P http://steamcommunity.com/sharedfiles/filedetails/?id=195902067&searchtext=
You'd better make more than 1 pixel. If you zoom out your model much more you'll still can see these black lines. So it's recommended that texture is larger for about 3 or more pixels than UV layout to avoid these black lines on seams.
Learning some 3d, so I did a fun project. Lessons learned: 1. Clean the model, and check triangulation! 2. When unwrapping check for texture stretching from time to time! 3. When texturing, have an "imaginary" light source to not get "flat" looking textures.
Haha Thanks Shudrum and MurDocINC ^^ It's sitting at 1051 Tris right now. They are individual but i liked the overlapping feeling you get, and they're only about 2-3 polys each haha The texture is 512 x 512 right now, but i'll make it 256 in the end. Cheers
everything looks great but the polys on the tire I can't help but find too distracting. I thought maybe 12 sided rotated would help is the animation working for you guys? probably just a blur texture going through 3 frames, don't even bother rotating the geometry
@MightyPea, Thank you and I appreciate your tips on taking this model to the next level. Everything seems to make total sense, I'm just a little confused about the more "pronounced lighting". At the moment the model is only 100% Self-illuminated, would 3-point lighting be the way to go?
ahh ok haha I was racking my brains of how I could do it, for the blade I have used 4 tris (plane with two polys) so I could use symmetry for the texture. The handle is 3 sides as well so maybe xaltar has a magical way :D!!