Low-poly anime game character

Ok, it’s like this… A friend of mine, who is in college, wants, together with some of his classmates, do a game engine, for the final college project, which will only be made in a couple of years.

So, he came up to me, and asked me to take care of the graphic resources. I’ve been messing around with 3D modeling for about 2 years, but nothing very serious. plus, I’ve only used anim8or, for quite a while. only last year I’ve decided to start using Blender, to make two swords for “The Elder Scrolls IV: Oblivion”. Now, with my friend’s request, I’ve decided to actually get serious on this. And what better way to begin, other then to start making graphical resources for the project itself?

For now, I’m making a character. No name for him, and I really don’t plan to give one. This is supposed to be just as low-poly as it gets, however, I plan on making it look nice, as well. It’s composed by 2094 triangles. With the clothes, and all, I plan to reach no more than 3500.

Keep in mind that I’m still a rookie, and I’m gonna be learning at the same time as I’m gonna be making graphic resources for the engine. I’m gonna do it like this, so, when they actually get to work, they already have stuff to work with.

1st Image: Model in neutral position. As you can see, no texture for the body, although the head and the hair already have been dealth with.

2nd Image: Head snapshot. The interior of the mouth is not textured yet, but i’ll get to it.

3rd Image: Pose testing, and Shape key testing. I did that pose because I wanted to fix shoulder problems. Many of you had these problems, and, well… If I managed to fix glitches on this pose, I guess that any other movement would be glitchless, huh? By now, he can walk, run, and jump. I’ll show snapshots of these later on.

4th Image: Armature.
As you can see, this is just as basic as it gets. No aditional bones, no complex armatures, nothing. The face and hands will be animated through shape keys.

Well, I hope you like what you see. Later on, I’ll show some more stuff.

Attachments





you may want to ask them what engine they are going to be using. shape keys maybe a no go. just a suggestion

also may want to try export your model at this stage just to make sure you can get everything in the engine and rendering the way you want it to.

Hmm… We’ll probably use XNA, for this. It’s free, easy to use (so I’ve heard), and seems to be quite powerful, considering that you can make Xbox 360 games on it.

Looks good, any chance of a wireframe? :smiley:

Did someone asked for wireframes? Well, why not?

Right now, I’m taking care of making the body’s texture. I’ll show it as soon as I’m done.

Attachments



That’s not bad at all! For a low poly character that’s not a bad deformation. Will be interesting to see it in extreme poses.

really nice character, has a lot of expression, like the style, too
look as if you modelled with quads and then converted the mesh into tris, right ?

keep it up,
de

Coooool!

Thats better than anything i’ve low poly modelleded :smiley:

@deFStonE:
Yeah, That’s what I mostly did. Some parts were obviously done with triangles, but mostly, they are quads converted to tris.

By the way… did someone requested for a more extreme pose? Here…

I know, I know… Those feet need some extra work… I’ll get to it.

Attachments