@Inpw Looks really nice! It's got real nice PSX era vibe to it. Looks like something from Vagrant Story or Final Fantasy. Those large teal arches on the brick wall could've made with simple plane instead of extruded mesh, because the depth of those arches is not very visible now anyways, yes? And also those hand rails with…
@JohnnySix ~ It's always about triangles. Since game engines auto-triangulate any mesh upon import (or require a mesh to be 100% triangles on import), polygons don't really mean anything. I loved your little UFO animation as well. The unique camera movement was a nice addition. About your character mesh: You're right, a…
This looks really cool! I think adding a glow on the lamps via a camera-facing plane would really sell the lighting. Also, it doesn't look like the lower lamps are illuminating the ground below them? In general the lighting from them could look warmer, looks more like electric light than fire light right now. How did you…
@itismario I'm glad it helped :) More things that I noticed: » Now there's a 5-sided ngon just under the breasts, and from what I've heard, polygons should NEVER have more than 4 sides :o Either triangulate it or rework the topology a bit » HEAD: Why does it look like that your character's nose has more than 3 tri's? I…
Well, yes. Every pixel on a texture takes a bit of time to draw, but the important thing is this: Normally you shoot a ray out of the camera into the scene to hit the first polygon it finds. It then looks up which polygon that is, and which texel (texture pixel) on it the ray hits. Then it displays that pixel (and it does…
Yes, it can be costly. It depends on where and how you use it. 'overdraw from transparent materials has been one of the worst performance drains' This is highly dependent on the amount of layers and the bit-depth. Yes if you have a dozen foliage layers on top of each other it will be very expensive. Less if you only use…
Hey Aeon. not bad! if memory serves, that's certainly better than what i was doing after i modeled for a year. a few things to keep in mind try to think of modeling in terms of 3 or 4 sided faces, as opposed to verticies. this will make it a lot easier to construct great meshes because the structure will be a lot more…
I'd make the light-grey ribbed stuff straight lines, and let the tapering of the polygons to it's job. And you'll want quite a bit of a higher res for the rocks. It's probably a good idea to make most of the textures first, and then model around them, with a few extra sheets for superspecial stuff... For instance I'd make…
Woah, I registered in this site a long time ago, lurked around posted some little experiments and left. Today I return and check more of your art guys, and you guys are amazing <3 I make games and in the previous year got hyped onto 3d developing and thus is the reason why I have been modeling. I really like low polygonal…
Actually, I rendered that sun to show that it did hold up well at a large size, because of the way I mapped it. Not quite yet. These 2 could've very well used the same texture, and you could move the moon's eye with some clever texture placement. Check out what I did with the sun to achieve a higher pixel density on the…