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Originally Posted by DustyPorViva
Heh, sorry I don't think the low-res textures quite fit the character as much as they did the basic geometries of the props.
Also, I'm not sure what you meant earlier about different models. Do you mean each head will have a totally different model, instead of just changing the hair/hats and such? I find that quite suicidal if so :P Really, most heads USE head0.png as a base and just draw different hairs on it, thus you really should just change the hair and add props to the head instead.
Btw, don't take this post as negatively critical, it's some nice stuff  Even if I don't think it's REALLY that lowpoly(some certainly do qualify, but things like the fence models definitely wouldn't run in a forced low-poly environment, in my opinion, considering cylinders are pretty much the bane of lowpoly. Still, most of it I would say is certainly low-poly!
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The unwrap isn't done on the head, this is a just a start, the texture will fit better when I get it done totally (I hope, lol)
And no.. I am going to use this head as a base, and just change the models for the hair.
And to be honest, it really is low poly. My whole scene so far with the character and props is 2000 polys.
The models used in Half-Life 2 were between 5000-7000 polys.
And I am only using diffuse maps, no specular or normal maps.
So if you got a nice engine, this would run sooo smooth.
Thanks for the comment.
Quote:
Originally Posted by DustyPorViva
PS. I think it'd look best with cartoony shadows, AKA a circle 
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Agree. I just haven't found out how yet, lol.