It's probably time we start a discussion on how to set standards for the graphic style of our creatures.
In terms of modeling, the first thing to consider is the polycount. As allways i suppose the budget is "as low as possible", but how low exactly? Minecraft polys are extremely low poly, lower that quake 1 models, wich i think were around 500 tris. With the dwarf model i tried to make something close to the minecraft spirit. I also made this one :
as something closer to the quake 1 approach, its 300 tris.
Agreed most quake 1 models look ugly by today standards, but i think its possible to make something cool with a more stylised/unrealistic approach, and more flat/mangaish texturing.
I prefer that option personnaly, the other seems too limiting in terms of the modeling, and too relying on texturing (wich i'm not good at) for me.
And of course, we can even go for higher polycount depending of what the coders say
As for texturing, i have no specific ideas to share.
In terms of modeling, the first thing to consider is the polycount. As allways i suppose the budget is "as low as possible", but how low exactly? Minecraft polys are extremely low poly, lower that quake 1 models, wich i think were around 500 tris. With the dwarf model i tried to make something close to the minecraft spirit. I also made this one :
as something closer to the quake 1 approach, its 300 tris.
Agreed most quake 1 models look ugly by today standards, but i think its possible to make something cool with a more stylised/unrealistic approach, and more flat/mangaish texturing.
I prefer that option personnaly, the other seems too limiting in terms of the modeling, and too relying on texturing (wich i'm not good at) for me.
And of course, we can even go for higher polycount depending of what the coders say
As for texturing, i have no specific ideas to share.