@Sender. Definately. Unfortunately for some reason I just started painting him in, instead of overlaying on greyscale, and character textures being my weakness - it was a mistake. I added a few verts (in the shoulders so they stick up instead of rounding off), turned a few edges and adjusted his physique some since that…
I think your robot design is interesting, but you really need to define your shapes to make it read well. Right now, the texture feels like a blockout. I can't really tell how this robot is constructed. The shapes are hinted at, but they are not really there. You need to really go in with a tiny brush and refine your…
well i decided to make a hybrid of alien and robot as i dont have lots of work with mech designs so i made a hybrid but i should have designed something so specific to the brief so it was more readable and no guessing work. Ok so how would i make the shape more defined? more in the head to define the different parts? i…
Hey Ryujisama, Welcome first off. Second, I would spend some more time defining the head. You've got quite a bit of poly's that are doing very little as far as defining the shape. Try focusing on the main planes of the skull and eliminate smaller faces that don't help to define the silhouette. Also included in that would…
@Neox Hell yeah ! These costumes struck me as something straight out of a N64 Zelda spinoff. If you haven't already I'd suggest playing with per-face micro-atlas texturing on these (if you plan to have them be unlit, that is - although it can work along subtle realtime shading too). It's a bit counter-intuitive and…
@turnipnose: I enjoyed playing your game alot,i love your golem models, might i ask what size textures you are using on those good sir? @christianb: I think a feature that defines Jacky Chan is his nose its rather round and they really show it in the cartoons/games about him.Mabye you can spend a few polys to make it…
for these low resolutions its best to start with the final define texture size and not down sampling stuff as it is often done in high res work. The reason for that is that you have a direct control of how the end result will turn into on the pixel level. This becomes quickly noticeable if you use tools such as the…
Agreed with Kitteh. The mesh is looking way to boxy. The arms and legs also could be made better if you were to rotate them and reattach them like this <> instead of like this []. Same number of sides but the diamond shape gives you the ability to tweak a single edge to define the form as opposed to needing to tweak 2 to…
@renderhjs Not necessarily. I find that if you rotate it so that the edges are defining the silhouette you can make it look a lot more detailed than it really is. When working with these budgets it´s important to use every triangle to define shape, you can improve the shape by adding two or three triangles to make the…
the seperations make for somethat that looks like it should eb in the PS1 era, if you seperated the model at the remaining major joints youd complete the effect the thighs should be longer, like almost as long as the body, while the shins are two thirds of the thigh as a general guideline shoulders could use better…