fiddlemod asked:

Heya! I've been wanting to get into lowpoly modelling, but I'm not sure what like the upper polycount limit would be for a single character?

shrapnelsoup answered:

the common rule is <1000 polys for characters and and <500 for props or items

a rule i almost always cheat ahah. check the polycount forum theres a lowpoly thread with pretty good wireframe examples.

image

so i just extracted the eva model from the n64 evangelion game and it has 997 polygons with the power cable. So there you go. 

also something i ignored, the model isnt made one single texture but a handful of 64x64 textures spread around the different parts of the eva. all 12kb. pretty intense stuff.

fiddlemod asked:

Heya! I've been wanting to get into lowpoly modelling, but I'm not sure what like the upper polycount limit would be for a single character?

the common rule is <1000 polys for characters and and <500 for props or items

a rule i almost always cheat ahah. check the polycount forum theres a lowpoly thread with pretty good wireframe examples.

stumbled upon a Kill la Kill/Evangelion crossover(source i think?) and i just couldnt resist to fit her myself into a plugsuit. Maybe her eva will come next? 

shes roughly a 1600 polys two x512 diffuse textures, not so lowpoly but i like to call it that.

last image is a teaser for the 3Ds game

Anonymous asked:

Hello there, I'm sorry to bother you but... Your models have a nice blinking animation on their eyes. How can I do that? I have tried several tutorials that teach how to animate textures etc. Could you possible guide/help? I'm getting frustrated! How do you animate your models' faces?

yeah you dont find tutorials for this because this is common knowledge when you know your way around 3d but you could try something some japanese modelers use on their miku miku dance models that have no face rig (only flat textures for expressions) that is to have your character model textured with a regular face expression and then inside the head of your character have the differents eyes/expressions on separate objects so you can animate them coming out of the character’s face and cover the regular face so you can give the illusion that you character is changing expression. ( one easy way to do that would be with morphs( the thing animator use to move vertices around with sliders), or just move the face objects within your 3d software )

if you want smooth blinking, you’re gonna have to rig your character’s face to animate that way. ( morphs too )

or you could animate the uv of you model, but i’ve never done that.

monsieurspectre asked:

Do you have any tips for making models under 2000 tris?

if you want to set yourself a limit just look for lowpoly models with the aprox. same tri number and look at wireframe and try to reproduce it. there isnt any trick to lowpoly as far i know. just do your best to get the characteristics of your character show up with the few polygons you’re allowing yourself to use. if you end up having too many or few polygons in the end, retry while trying to add more or less polygons.

look for low poly models wireframes on the polycount forum, inspiration is the best advice.