View Full Version : PSP Mafioso


Dagarik
01 January 2008, 11:05 AM
I have just finished making this stylised mobster for some fun, between applying for jobs and watching The Shield. I realise the way I have modelled the head doesnt work too well and the texture could use more love.. C&C welcome.

http://gamingxs.com/shanecarr3d/mafioso.jpg


-Shane Carr

Tennis
01 January 2008, 01:29 PM
looks cool, i would have spend some more polys on the face though.
the hands stands out quite alot right now, because they're the most detailed part of the model.
i would simplify the hands and use the extra polys on the face and maybe also check if i could optimize the rest of the mesh a little bit.
how many polys is the gun ?

if he were to be used in a psp game, have you considered how big he would be on screen? this helps to figure out many polys and texture you should spend on a game character.
oh and you should render him without AA, it gives a move accurate picture of what he's going to look like ingame :)

Dagarik
01 January 2008, 01:51 PM
looks cool, i would have spend some more polys on the face though.
the hands stands out quite alot right now, because they're the most detailed part of the model.
i would simplify the hands and use the extra polys on the face and maybe also check if i could optimize the rest of the mesh a little bit.
how many polys is the gun ?

if he were to be used in a psp game, have you considered how big he would be on screen? this helps to figure out many polys and texture you should spend on a game character.
oh and you should render him without AA, it gives a move accurate picture of what he's going to look like ingame :)

Thanks for the advice man, I will probably revisit the head and hand like you said and make the texture better in a day or two.

P.S. I just realised who you were, I remember looking at all your super low poly stuff on your site about a month ago, awesome work. I tried to make a really low poly tank with similar restrictions to what you were using on your portfolio, this is what I ended up with:

http://gamingxs.com/shanecarr3d/images/work/tank2.jpg
http://gamingxs.com/shanecarr3d/images/work/tank1.jpg
http://gamingxs.com/shanecarr3d/images/work/tankdiffuse.jpg
116 Triangles, 64 x 64 diffuse.

I don't know how you manage to unwrap your work so neatly, in that everythig perfectly fits into the UV square, without having UV warping and stuff.

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01 January 2008, 01:51 PM
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