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>> No.555416 [View]
File: 162 KB, 1012x717, tf2_engineer01.jpg [View same] [iqdb] [saucenao] [google]
555416

How do you go about mapping something like this relatively proficiently?
Wasted pixels scare me at such a low res, and getting a template to work in Photoshop becomes harder because it's at 32x32 which is less accurate

>> No.506340 [View]
File: 162 KB, 1012x717, tf2_engineer01.jpg [View same] [iqdb] [saucenao] [google]
506340

>> No.458612 [View]
File: 162 KB, 1012x717, tf2_engineer01.jpg [View same] [iqdb] [saucenao] [google]
458612

>>458598
That's way too much. Even if you include all the weapons and sub items the entire polycount for this character is only 670 tris. The average polycount for video game characters during the PS1/N64 era was around 700 tris. Even if you include large detailed Final Fantasy tier bosses they were still relatively low poly and heavy optimization was needed to run them at a barely passable framerate. Like I said technical skill is just as valued as artistic skill when it comes to low poly modeling.

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