I couldn't find any Wii portfolio's but im going to search some model rips at some point.
Ben Mathis
The first bit of work you see (Brad Pitt's character in "Inglorious Basterds") i think is pretty insane that he has been able to capture that amount of definition in the model with under 1000 polys. From this it can really be seen how much a texture can do in terms of definition that isn't there. Majority of his work is low poly as he has been on many games around the PS2 and original Xbox era.
His 2D work isnt the best, but it is clear where his skills lay with his portfolio. In terms of DS i wouldn't have thought that his models would run on it, but it gives me an idea of how to create a low poly mesh with good flow and make the texture do most of the definition work.
Owen Shepherd
Hopefully i can find model rips from DS games, so that i can de construct the mesh flow and poly-count.Overall, i think low poly would be a good to venture into, mainly because it shows that ive explored and also, shows i can create artwork for different audiences, as that is what developers what to see as it shows you are diverse.
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