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Full breakdown on Artstation!
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Full breakdown on Artstation!
amazing work .
i like the hammer/sow thing , and the beard 2 !
is he lumberjack ?
But for game engines, this is way too much polygons, until this would be the cinematic model.
There is too much not necessary edge loops that brings no shape.
You can reduce topology a lot , like separate by parts and reduce a first pass using Quad remesher and dissolve edges, or use decimate modifier. Or simply do topolgy with Retopoflow 4.
For texture 4096 is way too much and not necessary until this is a main character.
3 materials can be ok. But you could get a very optimized version using only one 2048 material and texture looking same ( if it is not for use in cinematic close camera ).
Game characters optimized topology looks more like this for example
This is character for cinematics, i guess for gameplay, they may use some LOD Version with lower polycount, as there is many non necessary edge loops that brings no shape.
That’s not true. Modern AAA games often have 150k polygons per character or more and 2K textures is the industry standard. Your example is from a mobile game that came out years ago, it can’t be used as a baseline for “game ready topology” generally
Thank you man ![]()
Wow. Really impressed. The mesh is so complex and clean at same time. So many details.
Thanks a lot! really apreciette it
Thank you!! yeah
at first i was going to say he is a mountain climber .
but its really great work !
Thank you!
The chainsaw axe weapon is one of the most creative things I have ever seen. ![]()
It’s PC also if you do research, PC have more edges specailly latest models and remake older ones.
This is the main difference between very optimised games running smooth on medium 3D cards , and non optimized ones needing DLSS slop.
Anyway in this example there is ton of edge loops unecessary, anyone working on games will tell same and it’s not game optimized.lot of loop edges can be dissolved without loosing any shapes definition.
Very cool work! I love the character you’ve been able to impress into even just the way the beard is designed. Those eyebrows are also very expressive. Did you use Eevee or Cycles?
I do work on games, I’m a full time Unity developer and 3D generalist for Unity games. Regardless, this isn’t the place for this argument nor your negativity. If you don’t have something nice to say, don’t say it. There’s plenty of other threads to argue about game-readiness
Well, I can’t say for the polycount, but it doesn’t look difficult to take that model and make a simpler version. However on the modeling side, design, lighting there are a lot of interesting qualities that are far from being simple. You can at least acknowledge that, alongside providing constructive criticism on other areas.
Personally I find the overall character great, lot’s of interesting ideas and it’s well executed, even though I’m not a game art specialist …
If this would be “somehow bad looking” then..
If this was meant for some special kind of game like mobil, massive multi player.., strategic, or some combination of this then..
If this was posted in “Work in Progress” or “Focused critics” with the mentioned context, then..
..but that’s a lot of if’s.
Here is another if:
If this is posted on PolyCount then real game veterans and specialist could say something valuable about this ( properly not about the poly count) ![]()
..if there is interest in this.
Because i can only say:
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Which is according to polycount not a very informative comment. ..so i’m trying better:
It’s nice how you have transformed this concept and..
well..
..it simply looks good ![]()
..the only things i’m “missing” are the bags from the concept
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