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May 7, 2012
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:icontidalkraken:
Maya 2011
Rendered in Marmoset Toolbag.

Created as a character to a now-defunct iphone game project. I pulled his model out of the dark recesses of storage and re-did his texture, fixing a few polys here and there on the way.
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:iconkuran2010:
~kuran2010 May 31, 2012  Student Digital Artist
Why'd you use tri's instead of poly's? I don't normally see that anywhere. Also, cool model! Simple and effective. Rigged by chance?
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:icontidalkraken:
~tidalkraken Jun 1, 2012  Professional Digital Artist
Thanks! No, he's not rigged (yet), and that's mostly due to the fact that I don't really enjoy rigging all that much.

As for triangles, I occasionally list them instead of straight-up polys because all game engines will triangulate every mesh you put into them, so ultimately the triangle count is more precise than the poly count. He was still modeled with quads (I believe I started with an eight-sided cylinder for his base), but I just put his Tri count up instead.
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:iconkuran2010:
~kuran2010 Jun 1, 2012  Student Digital Artist
Oh! Well there's a little piece of info I never knew. I suppose I'll keep that in mind when I (eventually) get around to making an indie game I've been wanting to do.
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:icontidalkraken:
~tidalkraken Jun 1, 2012  Professional Digital Artist
It's just something to keep in mind when modeling. By thinking in triangles you can even occasionally get more detail for the same basic "poly count" if you change polyflow, etc.
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:iconrozasupreme:
This kinda reminds me of a blend between Oddworld, Heart of darkness (The game, not the Joseph Conrad Novel) and Ratchet and Clank. Therefore I love it!
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:icontidalkraken:
~tidalkraken May 23, 2012  Professional Digital Artist
well thank you very much! I had been thinking of Clank as a base originally, but it kinda spiraled out of control from there.
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