I'm calling this piece done but would appreciate some input on it. It's an Arabian Pottery Shop that's 902 Tris. After reading some spec sheets they all agreed a game at 30fps could hand 2048 tris onscreen at once so I wanted to keep it under 1000 tris since the characters onscreen would take up the remainder of tris. I…
its looking pretty good for a low-poly scene, but i think you're underestimating ds spec "After reading some spec sheets they all agreed a game at 30fps could hand 2048 tris onscreen at once so I wanted to keep it under 1000 tris since the characters onscreen would take up the remainder of tris" it's not 2048 tris in total…
I think the lighting is too flat overall. It would be awesome if at least 75% of the light was comming that lamp on the wall. also the lighting decal doesnt seem to be working very well. Im sure the DS supports additive blending, and even if not you could still get a better result by tweaking it. Also I think using vertex…
Vertex color could improve this a little :) It should also save some texture space. From what I know the DS can handle 512x512 textures but most of the time you won't need more then 256x256 (and this just for backgrounds and maybe characters) because the screen resolution is smaller then 512 :) DS also has less colors then…
I think I see a brick texture for your walls, but it's so mute it doesn't show when zoomed out. Maybe bring up the contrast on the walls a bit more? Not much else I can really say, you can do lo-poly environments!
what others have said, maybe some more contrast especially more contrast and edge highlights on the wood bits, it all sort of blends together. The soot marks on the stove kind of blur the shape of the opening Still, this is very sexy and I like it alot
I love seeing pieces like this, nice work. You could still use planes for the pots by getting them to face the camera at all times, (like the trees/bob-ombs etc. in Mario 64) but I think the aesthetics of modeling them like you have is more consistent. The biggest thing which stands out to me is the brightness of the…
Hey mate, looking good, very zelda-ish. Reminds me of the shoppe in kokiri forest from Ocarina of time. Think you can get some more of the lighting in them base textures. What I did with the tf2 scene was shadowing/lighting one half of say a beam (in the style still, so no blacks) and I'd just map the underside of beams to…