@Ravenslayer: Always love your stuff, so awesome! @Pixelatedkiwi: Dem flats, I want to see! Here's little tiling woodgrain texture that I've been working on today. Tiles diagonally:
@WNunes27, the face is really boring from the front, geometry wise. He could use either a stronger cheak bone, jaw, or brow. I love the armor and weapon, but the skin/fur feels a bit flat.
A little something I'm working on. Based on a concept from Sara_Q Wanted to make something lowpoly with flat color in a papercraft way. After Seeing some video of Godus. Need to add some plants and birds here and there.
might want to up the bevel a bit, even the trinitron flat screens, which were the best you could get, had a massive bevel. like this: Ah the bad old days, lugging these to LAN parties was no fun at all!
@ Ravenslayer : You are a master. A bit more fun on this guy. The neck is looking a bit flat at the moment, and the damage in general needs a bit of work but I may or may not continue with him depending on my next idea.......or lack of idea.
7 hells, this is Awesome. When it goes flat I almost shat myself. Cool tech demo and artwork. ---- here's some WIP of a scene. Web player (8mb): https://dl.dropboxusercontent.com/u/15319229/TheTwins/Web/Web.html
Working on a dungeon hallway. I'm experimenting with the floor, so far i dont have a pleasant result. It stills looks too flat and i'm not really experienced with making lowpolys. I'm trying to achieve something like Orb's floor.
Good stuff, usually if anything is looking flat, its the lighting and materials, so i'll tweak that today to add depth. polypainting depth isnt too hard but ive already gone off that stage and might as well do it on the texture in PS. thanks!
OMG! I'm loving this one! I'd love to see more (flats, wire, or even more work in that style!) such a lovely piece. Goes directly into my inspiration folder! More please! You did a really great job Calvin. Very inspiring.
Tried making a tree using the set up that it's done in Airborn. Sadly Blender still can't seem to edit normals, but it seems to work fine with flat shading. Will probably be better in a game engine with a shader that I can adjust the alpha falloff with too.