Critique > 2D & 3D

Lowpoly Mega...Hiro o.O {wip}

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Jakten:
I've been working on it abit so the texture might look a bit different than whats on the model currently.
I do have a good amount of room along the top but I plan to add the Buster texture and a couple of different expressions along the top. I'm acctually not sure how to go about expressions though. I think either, seperate on the same map, seperate maps for each expression or an animated gif that somehow can have its frames be able to be set for each expression.
Also I have a pupil mapped to a triangle plane so I can move his pupils freely.

ndchristie:

--- Quote from: Jakten on October 05, 2008, 03:21:35 am ---

--- End quote ---

mostly the issue i see is that you could probably use flat color (aka a single pixel) for several pieces which would free u[ a lot of space methinks, although this *may*  not be possible if the polys are quite large i tihnk you could get away with it a lot more than you try to.

LoTekK:
256x128 is huge for a DS character. With the very limited texture memory available on the system, you'd be much better off going with a couple of 32x32s. Probably a separate 32x32 (or 16x16) for the face so you can swap facial expressions. Let's see some wires, as well, so we can crit the mesh construction.

That said, this is cute as hell. :D

ptoing:
Nice start, tho I think even on a DS a main character can have a bit more than 200 tris. I would actually model some of the detail like the thing on the rop of his helmet and the eatbits. you can just make em seperate objects and stick em in to avoid creating more tris where they would connect with the head if the model was solid. I think actually modelling the helmet to protrude from the face a bit would be good too.

The UV looks VERY unefficient, esp. given with how little detail you have. Lots of the polys cculd be mapped to a single pixel, which on the DS is ok as it does not filter.

Little edit I made, mainly on colours and some edits on the head (mainly face).
Something I noticed in all your art is that all your colours are rather desaturaated and low contrast, which makes for quite boring colours in most cases.



Silly edit because I felt like it. lolquake :D


Keep it up.

Kazuya Mochu:
try as much as you can to fit your texture into a square space. its easier to place it in memory. dont ask me why, but all of my programmer friends say that if you cant make it into a square, its best to "allocate" in and to fetch it, thus improving the performance.

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