if i remember correctly I used to use- 256 colours for big textures (rarely used for obvious reasons) 32 colours for most 32 colours and 8 colour alpha or 8 colours and 32 colour alpha or 8 colours its been 2 years so if im spouting shit feel free to correct me. you may find this interesting…
just trying something out, its some interchangable outfits more through texture than mesh, making use of alphas still a work in progress but heres my current progress consists of: 1 head mesh (44 tris) 2 vest meshes (272 tris per mesh) 2 pants meshes (134 tris per mesh) a generated character is currently 450 tris in total…
I see the issue, pretty sure it is the size of the texture. 1) maya doesn't seem to "pixel"render textures that are really small (< 16 pixel) too perfectly for low poly looks 2) Don't do something like X:Y proportions. Try to be 1:1 with your sheet. (at worst 2:1) 3) always use x² don't use a 30X26 128 x 32 32 x 32 the…
eyes are trolling me a bit, but cba to fix it today :poly117: 500 triangles, 128 env 6 triangles, 32 concept by jason chan /e need to clean up the face
DS colour setup- first make a swatch of 32 colours (good colour range for DS can go lower), main colours first then less important ones, then a few between the main ones for AA. use these colours to paint with (no using transparcys) then if you save out a gif with exact colours then it should tell say 32, if youve been…
674 triangles is quite a lot, actually. I would try to bring it at least below 200. Here's a model I made a couple of years ago, which feels sort of the same as yours. It only uses 100 triangles and a 32² texture.
Anytime something uses more than 100 triangles and a 32² it's no longer lowpoly. And if it's a crate, you're only allowed to use 8 triangles. There. NellyB - what's more, by having a sharper point it will also make the curved sides of the shovel feel more rounded A because they are and B because of the shape contrast.