Animated post apocalyptic character [iphone]

Been working on this character for an iphone game.

I’m pretty proud of it and felt like showing it off to you guys.

Webplayer

Model was created and animated in Blender, textured in Photoshop.

If you have any criticisms I’m happy to hear it.

Totally sweet, what’s the tri count?

nice model. Well done!

poly count for the model is…

Current tri count is 818, but that might change slightly in updates.

My target for the player character with weapons is 1000.

That is quite a good poly count!

what game is it for??

it’s for a post apocalyptic side scroller we’re working on. We’ll probably announce some more about it further in development =]

ok cool!

Will keep an eye out for your project :slight_smile:

Amazing!

I was just thinking - what other models have you done?

I’ve worked on a few random things for myself but I haven’t really finished much.

I’ve mostly worked on bits for second life.

Great looking character, well done. Cant wait to see more :slight_smile:

Model looks great but maybe I could give to you some advise about the iphone…

1000 poly for a skinned character on 3GS is I think a little high… Keep it to 800 and push down the polycount to 600 should be great…

And about the skinning and bones count I do not know how many you have but keep a rigid skin and low bone count too…

Also look your model on iphone… It looks pretty small alreay :wink:

I hope to see more 3D from you!

How did you animate that nice waving cloak? Did you bake a cloth sim to bones or animate it by hand? It looks really good, either way!

I don’t quite agree with that. Optimizing never hurts and this character is no different, but I don’t think its needed here. I’m not sure what he plans on making scale wise, but saying that 1000 polys is too high isn’t always accurate. With one to three or four enemies each at 500 polys on screen at any time, good use of occlusion culling, and minimal polys for the ground and props (he said it was a 2D side scroller), and some clever background art, you could escape with under 7000 polys, probably under 5 or 6 which is reasonable for an acceptable frame rate presuming the game isn’t script intensive.

Love that model, it’s exactly the style i like on 3D models, this edgy, simple texture look.

Hope to see more :smile:

thanks guys, I’ve cut the tri count down to about 750 now. My current budget is 1000 polys for player, 2000 polys for world, 3000 polys for enemies and 1000 polys for various other things.

I’m also aiming for 10 drawcalls for enemies, 10 drawcalls for the world and 10 drawcalls for the player and effects.

All of this is just rough at the moment until we start testing it with more of the art assets in place.

The trailing coat uses 6 bones and is entirely animated by hand. The player character uses a few more bones than the enemy characters will but I was as sparing as I could be whilst still maintaining the level of animation quality I wanted. The player will be under much closer scrutiny than the other characters so it’s important that he stands out.

The model looks awesome, Although it reminds me of Cid from FF7! :P.

my praise also. It looks low poly but not low quality. great job.

It’s the beard right? ;]

Fantastic! :slight_smile: