Pixelworship
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« Reply #2380 on: May 07, 2013, 01:47:37 AM » |
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Love the coloring. The ogre's face looks like Emperor Palpatine had a baby with Jabba's rancor.
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@optriromini
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Geti
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« Reply #2381 on: May 07, 2013, 02:18:06 AM » |
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Looks nice but hell, that are a lot of tris to call it super low-poly! I guess you can cut it down to 30 and loose no significant details at all Maybe from the current render angles, but the details around the rocks would need to be preserved if the scene was going to be walked around in. I'd estimate 100-150 tris preserving everything important, which would be a serious reduction in any case, but also something I couldn't be bothered with for 1 hour test of the paint feature
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Greg Game Man
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« Reply #2382 on: May 07, 2013, 04:50:52 AM » |
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Geti + Dr.Electro - both your work is a big inspiration to me.
Are you working on a game Geti? You've got a really consistent, awesome looking style; i want to play in that world!! It reminds me of Medievil which is one of my favorite PS1 games ever.
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Geti
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« Reply #2383 on: May 07, 2013, 05:59:39 AM » |
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Are you working on a game Geti?
Sure am, but not in 3D. Check out kag2d.com - multiplayer building castles and murdering each other type deal. If you go on our forums there's a beta version available with much newer art and code, it's going properly public in a few weeks. Glad to be at the point in my career where I'm an inspiration to anyone, especially in the PS1 glory days kinda way.
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pen
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« Reply #2385 on: May 07, 2013, 01:05:10 PM » |
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Looks nice but hell, that are a lot of tris to call it super low-poly! I guess you can cut it down to 30 and loose no significant details at all Maybe from the current render angles, but the details around the rocks would need to be preserved if the scene was going to be walked around in. I'd estimate 100-150 tris preserving everything important, which would be a serious reduction in any case, but also something I couldn't be bothered with for 1 hour test of the paint feature That all depends on what kind of game this would be used in, but yeah, 460tris for this is nowhere near lowpoly.
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I AM FREE!
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xrg
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« Reply #2386 on: May 07, 2013, 01:17:34 PM » |
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To be fair, he actually said super low-poly sculpt. For a sculpt, 460tries is pretty low.
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pen
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« Reply #2387 on: May 07, 2013, 01:24:55 PM » |
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To be fair, he actually said super low-poly sculpt. For a sculpt, 460tries is pretty low. Ah, yeah that's true. Usually going low-res with sculpts is pretty much inane since their purpose usually is to be baked onto a low-poly mesh anyway - but given the painterly approach I'd say it definitely could look really bad if the sculpt was too high-poly. He did show the tricount and mesh though, which is entierly superfluous and calls into question if this is just a sculpt or meant as an ingame-asset. Edit: Just to be perfectly clear, I really like where it's going, and I find it hilarious that whenever geti posts something it's sort of relevant to something I'm currently working on in my spare time, it's like we're linked or something
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« Last Edit: May 07, 2013, 02:22:36 PM by pen »
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I AM FREE!
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Geti
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« Reply #2388 on: May 08, 2013, 03:19:45 AM » |
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It's 0.01x tri density of the initial messy sculpt to get the forms there, and sub 1k, when I've seen people displaying 700tri stones around on polycount, so i think lowpoly is relative; potentially applicable but sure, it's nowhere near "super" low poly and I'm sorry for saying so. I can happily retract that statement if anyone is seriously taking offense to it It's not meant as an ingame asset, nor is it meant to look polished or fantastic, I just included the wires for completeness. ...Wish I'd had more time to tinker today, spent all of it coding autobalance stuff in a way that's generic enough to be plug-and-played rather than drawing or coding anything fun.
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« Last Edit: May 10, 2013, 10:28:19 PM by Geti »
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rundown
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« Reply #2389 on: May 08, 2013, 09:04:59 AM » |
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Made a face today. Didn't texture it though. I suck at texturing realistic.
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Jared C
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« Reply #2391 on: May 08, 2013, 06:36:32 PM » |
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Learning low poly. n_n
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biomechanic
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« Reply #2392 on: May 08, 2013, 09:54:44 PM » |
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That one overlit face is a bit off-putting. Move the light, or adjust the shader, or maybe just go with unlit textures. Other than that the rocks could get their own geometry for increased rocky bumpiness. @Greg Sergeant Lovely. Do you use IK in your rig or just go straight FK? And how come there's no POV screenshot/gif with that fancy new gun?
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Greg Game Man
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« Reply #2393 on: May 09, 2013, 03:19:14 AM » |
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Learning low poly. n_n
Awesome! Have fun with it. @Greg Sergeant Lovely. Do you use IK in your rig or just go straight FK? And how come there's no POV screenshot/gif with that fancy new gun?
Wow thanks man, your stuff is great! Straight FK, i like to work fast Screenshot: SOON!
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olli
Level 1
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« Reply #2394 on: May 09, 2013, 08:04:04 AM » |
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Head: 40 tris, 32x32 pixels Body: 200 tris, 64x64 pixels Pistol: 52 tris, 32x32 pixels Rifle: 46 tris, 64x64 pixels Blend here. this is really great, love the chunkyness of it!
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Asepl
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« Reply #2395 on: May 09, 2013, 12:46:04 PM » |
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If you like these, check out my devblog, the link is in my signature below. This stuff is amazing, especially the gun Is it possible for you to paste in the texture map? Would love to analyze it and maybe learn something
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ink.inc
Guest
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« Reply #2397 on: May 10, 2013, 12:48:36 PM » |
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great work, reminds me of the hero of breath of fire: dragon quarter
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ktep
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« Reply #2398 on: May 10, 2013, 01:48:39 PM » |
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@ Sandoval
Thanks, I'm so glad you see that! Tatsuya Yoshikawa is a HUGE influence in a lot of my work. Been a fan of his since Breath of Fire 3. Glad to see more people remember Dragon Quarter =)
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olli
Level 1
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« Reply #2399 on: May 12, 2013, 05:15:03 AM » |
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I decided to ditch normal maps and just do hand painted textures: Also some animations in progress: This guy just oozes character,really dig the little details in his outfit. You can really catch a lot of information about what kind of character he is just from the design choices, great job.
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