More Artist Portfolios - Low Poly stuff

Considering my game idea, i am going to research into more than just high poly work. I want my game idea to be on PS3, Xbox and PC but also thinking in terms of DS and Wii because it widens the appeal range if my game idea can appeal to it.

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

The most beneficial part of this is mainly for seeing the mesh flow, and poly counts of characters in DS, as as much as i haven't looked yet, im sure the 3D power of a DS is pretty limited which is why sprite games still exist on it. It is also seeing the LOD's of the character as well because it allows me to see how they tackled the change in poly count on the screen through cut scenes. Im sure LODing is always useful skill as it shows you can take higher poly elements to lower poly or visa versa.





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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