This thread is essentially about extreme levels of geometry optimization. It's not so much about how many tris are being used as its about making sure nearly every single one of them is important for the basic silhouette. Your current model could easily be reduced down to 1/3 or less of its tri count.
vert shading most likely counts as an extra pass (or draw call), the benefit is it doesn't require any uv mapping, so it's great for pieces that use a tiling texture without having the AO baked into the texture. (the tex could tile 3 times vertically, but only have shading along the bottom edge). The draw back is it…
Wow the house turned out boss status love it! My only crit is that it is using 3 1024's? Dat is a lot of texture info for the low res of the asset. other than that it is boss MrPOPO! (Edit: unless you are going to make it a modular kit where you can make a whole town with only 3 1024's :P) So I did a paint over for you…
I've been making some low-poly models based of kids drawings for a while now, but I'm still pretty amateurish at it. At the moment I'm trying to make a sort of 3-d first-person world where you can walk around these drawings and explore, so I've been making some low-poly 'trees' to populate the world with.
Thanks for the discussion and feedback surrounding my magic axe, a hilt was definately a consideration when modelling, but like Ysalex mentions I thought the 'magicness' of it outweighed that design aspect, evidentially to some peoples criticism. It will sit higher on my list of priorities in future :D Quicky from me :3...…
thanks! actually yes. each sprite could use four colors, one being usually transparent, leaving 3 color per sprite. and about the palette, there's an article in wikipedia that cointains palettes for several game systems including nes. http://en.wikipedia.org/wiki/List_of_video_game_console_palettes I'm not sure about how…
Awesome stuff, guys. Really. This thread just keeps getting better and my reference folder just keeps on growing. I did 3 commissions. All in different styles. Adaptation is healthy, but I gotta be sure to remember to do more on my own stuff/style/thing as well. That Freeza's legit, @Bummer6 Damn fine work.
michael milano - Love her! Really beautiful work! Some more of these things from our iPhone game; having to knock them out in around 3-4 hours each. Gotta love crunch! Flanella - 918 tris Snooty NPC - 856 tris Snooty NPC - 694 tris NPC - 822 tris Fooga Smooga - 440 tris
A tribute. [ame="http://www.youtube.com/watch?v=q8Mtz4DsjDo"]ok - YouTube[/ame] Sadly this is too high poly (around 700 triangles total including the 'hurt' version for the death animation) but it's only using a 16x16 texture and it was completed from scratch in about 3 hours including animation. This was mostly a personal…
As he is made out of wood, I think some more greens would make it look more lively. Could also add some more contrast by brightening the metal parts, ie. the screws in the arms and scratches on the shovel/claws. Also I think the very strong blues makes it look... "hazy" and slightly flat, but that's your style so :3