This is a project I have been working on and off over the past two months. I wanted to work on my low poly skills by creating a character that was as detailed enough for a modern game. The modelling/sculpting/re-topology/rigging was done in blender, textures were baked with xnormal(a free program which I highly recommend anyone who does any kind of baking to look in to), and textures were made with gimp. These renders were made with marmoset, which is a real-time engine designed for showing off game art. I used it because I wanted the renders to show exactly how the model looks in a modern engine, and unfortunately the bge doesn’t have SSAO or post effects yet. The model is 21436 tris.
Each main component (the man,the exoskeleton) has 3 main textures: normal(4096^2), diffuse(4096^2), and specular(2048^2).
Any comments, criticisms, and questions are welcome :eyebrowlift:.