Anonymous at Thu, 21 Dec 2023 18:45:17 UTC No. 967803
>>967799
Probably yeah. I don't know. I'm another amateur, but it looks like the elbows and knees will bend alright if you weight paint them carefully. The rest appears fairly economical. Judging by the low poly style, I doubt the mesh will have any kind of physics applied, except perhaps the hair and sleeves, and even then not much. So sure, why wouldn't it be good?
Anonymous at Thu, 21 Dec 2023 18:55:16 UTC No. 967804
basically we have moved past this era of ultra low poly characters because they look blocky and terrible. You're not making Final Fantasy 7 on PS1 anymore.
Anonymous at Thu, 21 Dec 2023 18:59:12 UTC No. 967807
>>967803
On second thought, the way the fingers are made, they look like they won't bend, as much as they'll shrink. You might have gotten a little too economical there. Assuming your character will actually bend her fingers. Some old games just have mitts for hands, so articulation isn't important for them. But I dunno. Seems kind of pointless to avoid finger articulation in this day and age. Even for low poly. I don't know. But just something to consider I guess.
Anonymous at Thu, 21 Dec 2023 22:27:42 UTC No. 967841
>>967807
This.
I've done the same with my low poly models.
Keep it low as you can go and use the polys you saved to add edges around key joints and fingers.
Unless you're making chibi esque low poly models with orbs for hands, go ahead and add some edges for the fingers.
Anonymous at Sat, 23 Dec 2023 16:19:09 UTC No. 967992
>>967799
I know exactly who this is
Anonymous at Sat, 23 Dec 2023 17:56:36 UTC No. 968000
>>967992
Who?
Anonymous at Sat, 23 Dec 2023 23:18:14 UTC No. 968031
>>967799
No, the chest is too flat.
Anonymous at Sat, 23 Dec 2023 23:29:25 UTC No. 968033
>>968000
Just some media lost to time.
Anonymous at Sun, 24 Dec 2023 16:09:55 UTC No. 968090
>>967799
Throw an auto rig on it and see how it looks animated. I guarantee you the joints are going to look like shit once you move away from the rest pose. You need to be less conservative with poly counts at the joints if you want to avoid all the nasty clipping you're going to get.
Be less concerned with how many verts someone is going to count when you're not 100% efficient and focus instead on how the model is going to actually be used. At the end of the day the final rendered product is all that matters.
Anonymous at Sun, 24 Dec 2023 19:32:17 UTC No. 968102
tits too big
Anonymous at Sun, 24 Dec 2023 21:56:04 UTC No. 968110
>>967804
I have written PSX homebrew, you don't know me, you're not my mom.
Anonymous at Mon, 25 Dec 2023 05:25:35 UTC No. 968164
>>967799
>draw the rest of the fucking owl.blend
Anonymous at Mon, 25 Dec 2023 12:44:06 UTC No. 968180
>>967799
Are you trying to make megaman legends 3?
Anonymous at Mon, 25 Dec 2023 17:47:56 UTC No. 968216
subdivide it, rig it, animate it and then you'll know if its good or not by how well it deforms
we can't tell if its good or no matter how many pics you post
Anonymous at Mon, 25 Dec 2023 20:16:49 UTC No. 968227
>>968180
maybe some day when I escape BEG status
Anonymous at Thu, 28 Dec 2023 09:19:17 UTC No. 968532
>>967799
Post more
Anonymous at Thu, 28 Dec 2023 15:39:03 UTC No. 968563
>>967804
It's all a matter of taste, I love blocky and terrible.
Anonymous at Thu, 28 Dec 2023 21:05:22 UTC No. 968606
>>968605
I like this style and it can render nicely too with custom normals.
Anonymous at Fri, 29 Dec 2023 04:21:09 UTC No. 968651
>>968608
what do the elbows look like from behind?