View Full Version : character: Low Poly Model....REALLY low poly..
02-06-2004, 06:51 AM
I got bored one day, sitting around, and started toying with the idea of making a really low poly model.
I started with a vague memory of the red gear from xenogears...something cool....and then went into designing it triangle by triangle...
also wanted to practice my texture work, as that's been really lacking.
02-06-2004, 09:20 AM
Make a background little brighter and maybe add some light, right now it's hard to see details. Textures seems nice.
02-06-2004, 09:48 AM
post a pic with a brighter background, this is too dark to see anything.
02-07-2004, 07:10 AM
ok, here we go, nice clean pictures
(I also dropped the self illumination map for 100% illumination, to see better)
texture is 256x256 btw, big, but I wanted practice.
02-08-2004, 02:43 PM
looks good for being so low. You could still ad some more detail to the textures. There is alot for just flat shaded areas still. Also try using your space on your UV maps alittle better.
But the model looks very good for only 162 triangles.
02-08-2004, 08:38 PM
Just for a record: 256x256 is big only for consoles, it's more-less standard size for PC.
Annyway, You left quite a lot unused space on texture - there is a place for improvement for sure.
Bumpmaping is barely seen with this lighting but bumpmap looks fine.
I've got no crits about model or texture quality, Good job ;)
02-09-2004, 09:11 AM
The model looks quite okay, I would like to see some wires.
You might wanna add some dirt and scratches to the texture to make it come to life a bit more. And you can do a better layout for the UV's. They take up about two thirds of your map, this should be way more. This also increases the crispyness of your texxture
02-09-2004, 07:57 PM
I was aware from the beginning that I'd not used my uvw space efficiently, and since almost everyone's said it as well, I think next time I'll use them more efficiently ;)
the original reason for making this model was to practice making textures, so the model was designed simply, and the uvw mapping was quickly laid out ( I spent more thought on grouping objects together than space efficiency, because I Know I can already do that)
Thx for the idea Vleig, will definitly try to dirty him up a bit....when I have time :P
oh, and here's a wire
01-17-2006, 10:00 AM
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