I like my triangles the way i like my women.... not sure where im going with that, so i'll leave it there. Quake definately provides lots of inspiration, even if the target devices are 100 times smaller these days. I too am torn between flat and modelled faces for lowpoly stuff, while its fun to have complete freedom to…
[ QUOTE ] Is there a way to get 100%selflit plus shadows? :\ [/ QUOTE ] Neat lil animation thingy, what you end up doing for that sahding? Used a lambert/blinn/etc/etc ? Or did you find out a way to get the shadows in there... I've been trying to have a 100% lighting + spec hilites + shadows in a model but not too much…
Thanks DemonPrincess. The lighting is actually baked in, I did a light map on a turbo smoothed version and just put it on something like 40% multiply over my diffuse. It was a quick way to not have a solid green shape for her jacket and boots, before I put it up there. I really just have a hard time with texturing since I…
Overall shape is awesome, but the texture totally kills it. Why? * The flat grey color in the bottom part of the handle aswell as in the blade are just too boring. More shading is needed, probably with blue/purple-ish tint. * Also the beige wrapping around the handle could really use some more color variation. *…
@Oleg http://www.polycount.com/forum/showthread.php?t=85471 @Endzeit The textures are probably too big for such a small model - and perhaps you have mipmaps on, it looks a little blurry. You should consider modelling the metal bits too. Oh, and post the wires :D Looking good! @edoran89 The one thing that annoys me is that…
@Jade, That's basically an in game render. There really isn't a 'cartoony renderer', You just have to set up lighting/materials to give the effect you want. You could make Doom3 look like Ponies if you wanted. I can't give you specifics for UDK but I'm sure there are tuts at their forums. Depends what you want, cel…
I made sure they were right in the right order this time. I agree, there is deffinatly something going wrong, have you got any suggestions as to what settings might be causing this? I am using the default Max 2012. All I have done is changed it from smooth and highlights to flat and assigned a standard blinn shader to it,…
Hey, I like the character. However, your UV layout could do with a lot of work! Ideally you could fit all of that into a single square texture by putting the AO on a layer set to multiply. Also, you'd be better off using a sharper brush and trying to keep to your UV islands a litle more. You should be able to scale up some…
Wow..nice work guys. I wanted to ask if u want to use low poly characters with flat textures for the facial features for an animation scene(not games) with camera upclose to the face and eyes.What texture resolution would u use so the textures don't look pixelated? I am thinking of using 512 x 512 for the head and another…
Honestly, you're not far off. Just a few loops that don't really do anything because they're perfectly straight. Other than that, topology is fairly good, just need to pull around some vertices to make things smoother and more evenly spaced. The biggest 'problem' you have is that the teeth/serrations are a bit messy. I'm a…