It’s a teddy bear. I think it came out ok. It has a few flaws, and I think the arms could be a bit less square, but I think it’s my best model yet. Let me know what you guys think, feedback is welcome.
Very cute!
I don’t mind the boxy arms, actually. A little Stylized
though, he gets a bit weirdly boxy across the chest and into the shoulders, May wanna smooth that part out. Even around to his back, it is sorta evident that there used to be a Cube in there
I’m not too crazy about the ears being so stuck in there, forming a harsh edge.
And this may not matter, but it looks like you are missing some detail between the eyes and forehead, which won’t matter with that texture, but may stretch any kind of bump texture.
Oh,…and it’s a cute set piece, but if you plan to rig it up and animate, you may want to build it in a traditional ‘Bind’ pose.
Hey thanks for the feedback. I agree that the body is a bit boxy. But as for the ears, they are a separate piece on a real teddy bear, so I figured it wasn’t to big of an issue. I’m notorious for having weird shaped faces and what not, so I’m glad I didn’t get burned on that.
I meant for it to be pretty cartoony. And I figured it was pretty high res, but how would I get that level of smoothness otherwise? I mean, I see people who have made low-poly models that look so amazing. I’d honestly like to know how this would be achieved.
You don’t need a texture map for that model. Vertex painting would be more appropriate. Unfortunately, Unity doesn’t come with shaders that allow you to combine vertex colors with specularity like that. So, the easiest thing to do would be to use a 2x2 texture map. No need for all those pixels.