What if I do something browser based, with say, unity. That can handle a bit more than a 1000 tris per object.. Like for example interstellar marines' bullseye. Would that just go in P&P?
Ok... here we go... This is my first post on polycount and my first 100% complete object. The helmet has 1100 tris, 1024x1024 textures. I am really waiting for your critics guys :D
Just to make this abundantly clear, Normal Mapped objects are considered next-gen (or "this" gen if you will) they have no place in this thread - which is about poly optimization for handheld & mobile gaming. Not Normal mapping techniques on current consoles & pc.
Thanks! I was thinking about this game while making the objects. I'm not going to texture anything for this project. You actually get to throw this shit at santa, yes, including a shoe ;) ah it's a daruma http://en.wikipedia.org/wiki/Daruma_doll
Screw it, i wasn't going to post this here, but if you count the weapons and the character as seperate objects, they are below 1k tris ;) My entry so far, still heavily WIP, will finish off and pose tomoz i think
Hey everyone! Everyone's stuff looks great, and I thought I would jump into the thread. Trying my hand at low poly objects, so PLEASE tell me what you think! Currently at 988 triangles.
tell me about it, this things doesnt animate right for shit, it doesnt help that i have no idea how to rig. I'm thinking of re-rigging it with the arms as seperate objects, so they dont twist the geo and shit when they move.
Oh my god ! Is true, I forget the Virtual Mirror technique for this model in Wings...if I used the Virtual Mirror I went paint only a side of object.....my wrong. Is true, thanks guys, I forget completly !
That plane is great. The pixelated propeller, while I like the pixelation, perhaps could be anti-aliased a bit because the contrast is pretty sharp to the rest of the plane. Because it seems more like a pane of Minecraft glass than an object in motion.
I think that you are have added way too much geometry for a really small and not so visible part as the trigger guard. Simplify that area and I think you could go as far as to make it separate piece (press Y in Blender edit mode when you have parts of mesh selected to separate it and still keep it in the same object. P…