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๐งต Untitled Thread
Anonymous at Tue, 7 Jun 2022 20:02:06 UTC No. 901919
jumping on the ps1 bandwagon, all the cool kids are doing it. is this topology and polycount good?
Anonymous at Tue, 7 Jun 2022 20:54:47 UTC No. 901931
pretty decent use of low polycount to make a nice chibi body
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Anonymous at Tue, 7 Jun 2022 21:02:16 UTC No. 901936
>>901931
added arms and fixed up the neck area.
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Anonymous at Tue, 7 Jun 2022 21:10:48 UTC No. 901939
>>901936
oh shit, there's no topology for shoulder deformations. was too busy looking at 256fes and those never have deformable topology.
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Anonymous at Tue, 7 Jun 2022 22:17:10 UTC No. 901957
>>901919
polycounts for ps1 games vary.
fighting games with minimal environments will have higher poly counts while npcs in detailed environments will be much lower.
hero chars:
crash bandicoot (hero char, detailed levels): 550 polys
spyro (hero char, detailed levels):411 polys
non-hero:
elora (npc in spyro 2): 400 polys
fighting game char:
king (tekken 2): 1,443 polys
hope this helps
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Anonymous at Tue, 7 Jun 2022 22:31:18 UTC No. 901963
>>901957
nice, this came in at 526 tris
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Anonymous at Tue, 7 Jun 2022 22:51:50 UTC No. 901966
take the ps1 pill bros.
Anonymous at Wed, 8 Jun 2022 00:56:58 UTC No. 901980
>>901966
Great now texture it competently which was 90% of the work.
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๐๏ธ Anonymous at Wed, 8 Jun 2022 01:00:04 UTC No. 901981
Sorry piggybacking here, is this a bad low poly attempt for the player character so far? Was told it's too detailed on the midsection and should I keep it in parts or merge it?
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Anonymous at Wed, 8 Jun 2022 01:13:08 UTC No. 901984
>>901980
>he don't know the ps1 pill is all about speed
ngmi
๐๏ธ Anonymous at Wed, 8 Jun 2022 01:15:19 UTC No. 901985
>>901963
How did you do the head? That's my current issue
Anonymous at Wed, 8 Jun 2022 01:25:08 UTC No. 901987
>>901919
>all the cool kids are doing it
No, just all the trash artists like yourself.
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Anonymous at Wed, 8 Jun 2022 01:38:11 UTC No. 901988
>>901981
leave it in parts, it makes weight painting and animation much easier.
Anonymous at Wed, 8 Jun 2022 02:11:21 UTC No. 901991
>>901985
not this guy but i model heads separately and then attach the vertices to the neck
๐๏ธ Anonymous at Wed, 8 Jun 2022 02:24:55 UTC No. 901994
>>901991
>>901991
But where do you start on the head? A cube, a cylinder, a sphere?
Anonymous at Wed, 8 Jun 2022 03:07:43 UTC No. 902000
>>901994
really whichever works best for your style, i start with a cube and add ring loops as needed, makes it easier for me to keep track of the topology
Anonymous at Wed, 8 Jun 2022 05:07:57 UTC No. 902017
>>901987
I dunno, dude seems to be more competent than you.
At least he's a modeling something, you nomodeller.
Anonymous at Wed, 8 Jun 2022 09:43:20 UTC No. 902067
>>901985
He used a cube.
If you get a cube, subdivide it, then kinda blow the vertices out like you're filling it with air, it'll make a kind of round shape that's actually pretty easy to work with.
Anonymous at Fri, 10 Jun 2022 04:41:38 UTC No. 902537
>>901919
make the ass 200% bigger