Nice work Nathan. What is the approx rendered polycount per frame in that scene, from a normal gameplay camera perspective? That Dwarf is pretty good, but what's up with the seemingly unnecessary edge loop running down the edge of the mohawk?
I'm back with my very low poly character. 135 Tris - 64*64 - 256colors. The head is brand new with a center loop to mirror the face. Same for legs and arms but I keep the bust like this for asymmetrical clothes.
Dude, those hands are tiny and uninterestingly modeled. I also reckon you could optimize a bunch by removing the symmetry lines. You also have a couple of loops (like where the belt would be, and the mouth-cheek loop, plus some 'half' loops) that aren't pulling their weight and should be optimized. You don't need to add a…
@Amtyk: Here's a quick paintover of how I would go about increasing the contrast of the texture: Also, I noticed you got the elbow loops on the wrong side (in your version the inner part of the arm would collapse... nastly.
You could start with trying to reduce the amount of edge loops on flat areas. I see a lot of optimisation that can be done for your model. Take some cues from low-poly wireframes posted on polycount or pinterest or other sites.
Here's me joining in the Spacey-praise Though, if I may ask, why does the front of his arms have an extra vertex, rather than the back? I thought you always had to place the extra semi-loops on the outside of a bend.
on the other hand it's an exterior and an interior that should count seperate - right? (assuming this is for a racing game it's gonna render either of these not both at the same point anyhow)... looks cool but not sure if you could lose that middle edge loop - don't see it contributing to the silouette.
Japi, make the arms and legs 3 sided and use the extra polys to make a loop in the center. The way you have it now means you can't mirror your texture and that means way less detail on your 64x64. Even if you keep it this way you can really do better on the UV layout. I know the model will look tiny on the screen but thats…
JDob: Just glancing at it I'd say you're either going to lose some of the silhouette or some of the deformation (or a little of both). Keep chopping away until you get closer to 500. Then you can start removing and adding, trying to find that nice balance. Getting that number as low as possible is half the fun! Not to…
From just a quick look, it seems like you have too many edge loops around the torso. You really need to focus on the silhouette of the model - especially for low poly work. Those edge loops aren't making too much of a difference. Also, it looks like you used a sphere to make the head. I would avoid that as you'll get…