View Full Version : [DS/4-Bit] Roman'esque Soldier
krasnoarmiich 05-01-2006, 01:26 AM Hey CGTalk,
For my first post, I thought I'd put I'd put up something inspired by AdamAtomic's 4-Bit art. I owe alot to the guy, and he's a pretty damn good low-poly artist. So without further ado... Looking for whatever constructive criticism you guys have to offer, particularily on techniques that would be useful at a resolution this small with limited colour, and saving polys.
Created in Maya & Photoshop CS2
Final Triangle count : 156
Things I know:
-There is a good chunk of unused space in the texture map. The original concept had more geometry than what is present. I figured I'd put it up for critique before I made any new problems.
-The arms aren't in the proper 'neutral pose' position. This was because of problems with the shoulder pads.
-He has no head. : )
-I have a retartedly simple style.
http://i59.photobucket.com/albums/g304/krasnoarmiich/woffleropter.jpg
http://i59.photobucket.com/albums/g304/krasnoarmiich/wofflewireframe.jpg
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ts-falcon
05-01-2006, 05:15 AM
hahahaha thats frickin awesome!. my only crit is the colors, romans tended to favor silver/grey armor with red cloth. the green doesnt give a reallyy roman feel. they design sure does though. also when working on a ds\psp model remember to paletize your texture sheet in pshop, it helps the hardware run it a lot better. (ps2 as well come to think of it) maybe try to paletize it down to like 16-32 shades. very cool though man, im impressed at how well this would look from a distance on screen :D
GregorCZ
05-01-2006, 05:33 AM
Very nice! :)
But yeah, like the guy before me said, the colours need changing. It looks like a samurai at the moment. :D Also, what is with the japanese lettering on his arms? Or is it some roman thing? My history knowledge aint that good :P
AdamAtomic
05-01-2006, 05:55 AM
Hey this is pretty solid and VERY stylish! The shoulder pads are VERY strong, excellent work there. I would get rid of some of the wasted cuts on the chest and neck and use them to add a little bit of flexibility to his knees and elbows. Also, I would add a head :D
one last thing, I would move the top/bottom texture for the hands (with the curled fingers) more toward the center of the polygon, X-wise. they will read better as fingers there! looking forward to the helmet man!
PS - i wouldn't worry too much about the style yet - this is a very good start, the colors are fun and non-photorealistic, and they capture the most important details. once you're comfortable modeling and texturing the basic shapes and details within these limits then I would start to experiment with adding focus to your textures.
krasnoarmiich
05-01-2006, 03:36 PM
hahahaha thats frickin awesome!. my only crit is the colors, romans tended to favor silver/grey armor with red cloth. the green doesnt give a reallyy roman feel.
Heh. Funny story, the cloth near the bottom (Unrecognizeable now.) used to be red, but I actually forgot to go and change it in the colour table. It's indexed now in 4-Bit colour, with I think 15 colours being used. Magenta is in there as you can see, but I didn't end up using any transperency.
Also, what is with the japanese lettering on his arms? Or is it some roman thing?
Earlier that day... "Argh! I haven't used my highlights yet? Wait a minute... Ho ho ho..."
You're absolutely right, it's not authentic, it's me just wanting to create fun designs in low rez. : )
Hey this is pretty solid and VERY stylish! The shoulder pads are VERY strong, excellent work there. I would get rid of some of the wasted cuts on the chest and neck and use them to add a little bit of flexibility to his knees and elbows. Also, I would add a head :D
one last thing, I would move the top/bottom texture for the hands (with the curled fingers) more toward the center of the polygon, X-wise. they will read better as fingers there! looking forward to the helmet man!
Heads? Who needs heads. On the wasted cuts, yes, they absolutely don't belong there. : ( Seeing as he's not really meant to deform that way, I'll probobly end up getting rid of them there. Also, my peers are always badgering me not to triangle strip, so I try to make as much of it as possible in quads. (Not visible are 4 triangles behind the shoulder pads connecting the arms.) ty very much for the sound advice, I'll get working on it asap. Sadly, probobly nothing today, as there's headwraps to be done.
Thanks for the critique guys!
MindTraveler
05-01-2006, 11:40 PM
HUmmm cool kinda of different type of inspiration. GOOD JOB!:thumbsup:
Makes me wanna throw some low poly stuff together ha!! kinda like taking a break from normal mapping and stuff.
With that said I think I will. Hummm what to model?
-Anwar
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