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HausFly
September 20th, 2003, 06:29 AM
As I continue to look for work in the industry, I thought I'd do a few low poly models to add to my portfolio. This Goblin Scout is the first one I've completed. It comes in at 2282 tri's and uses a 1024x1024 texture sheet (self illuminated). Looking back, I probably could have used two or three 512 sheets, but this project was a learning experience. It took me about a day to model, a day to unwrap, and roughly four days to texture. After going through the low poly process, I'm certain that I can increase the quality and efficiency of my game models. Less talkin', more postin':


http://stu.aii.edu/~ajh062/GoblinScoutScene01.jpg


http://stu.aii.edu/~ajh062/GoblinScout01.jpg


The 1024x01024 skin.
http://stu.aii.edu/~ajh062/GoblinSkin01.jpg


Los alambres.
http://stu.aii.edu/~ajh062/WiresTris01.gif


Here's the initial sketch.
http://stu.aii.edu/~ajh062/GoblinScoutSketch01.jpg

JoShuA
September 20th, 2003, 12:33 PM
Great model.

Textures are nice and neat,

your geometry seems to flow well,

yeah, I like It. good work.

what program do you use?

Vince.vda³
September 24th, 2003, 08:35 AM
Soeperrrr!

ODIN SIX
September 24th, 2003, 10:48 PM
NIce work HausFly ....

I will wipping some low poly out after I gradute too


:cool:


I like his shoes the best... nice detail work:chug:

poopinmymouth
September 25th, 2003, 02:34 AM
ALRIGHT! SOME GAME ART!

looking real good man. Only crit I can think of at the moment is the texture. There isnt enough color variation. Right now it looks like just dodge and burn to achieve the volume, or possibly a greyscale layer with a solid color overlay. While all the volume information is there, and looking solid, it is flattening it out colorwise. See if you can work in some complimentary colors in the highlights and shadows. use cool colors in the shadows, and warm in the highlights. Since you already have the values there, just paint with your brush set to "hue" mode, and it wont mess up your volume, just add more color!!! good work man. Also, try resizing your texture to a single 512 and see if it makes a big difference when your more than 3 feet out from it.