Every once in a while, I do some low poly 3D modeling. So when stuff like that happens, I throw it in this place.
Some day, I hope to use the experience I get in doing this to make a low poly 3D RPG. Because of this, most - if not all - of my work will be low poly and it will tend toward fantasy and RPG style stuff.
Feel free to comment or crit.
After putting hair on the latest head model, it's become clear that I need to take some more time to think about how I want to do hair, especially since I'm working towards making something that allows a user to create highly-customizable hairstyles. Since this is just yet another step, the entire thing will likely go through some more changes. If you look at previous heads, you can see that things are always changing, but the reason for that is because of what my goal is, which is a type of customization and animation that I have never seen in any video game (it's a bit unorthodox), and that means a lot of trial and error as I figure out what will work best.
With previous heads, I had used eyes that I found on Google, but I had to do that because I sucked so hard at everything 3D, but now I've finally learned enough about proportions, edge flow, UV mapping, and stuff like that, so I no longer need to use other graphics. Yay for less 3D noobishness! Actually, what you see in the above model is basically scaled down graphics from an anime girl's head that I drew a while ago:
Of course, the 2D drawing has some problems and it wasn't completed, but she is serving as a reference for my tests on this new head model I've made.
The model is very low poly, with only 84 tris (this includes the nose, ears, and neck). The resolution of the texture is also very low (and a bit sloppy due to a quick scale-down), but that is temporary; I have found it to be a lot easier to do the tests with a low res texture. I will increase the res in time. Besides, I don't need to increase the res much more anyway, since this model is planned to be used at a pretty far distance for the most part (high res textures at far distances will usually look awful), which is also the reason for the low poly count. And the great thing about having a low poly model is that I already have the basic shape, so I can always create higher poly versions if I need to.
Just to show you a bit of what I mean about distance vs. texture res and poly count:
I have the top part as well, it's just not textured. Also, the top half will swing up from the bottom half when it opens, and Game Maker does not support vertex animation, so I will be keeping the chest model in two parts instead of on one model anyway.... yeah, I know, having no vertex animation is pretty crazy stuff. If only Game Maker got vertex animation and some proper shaders (shaders are at least said to be coming soon). It would make a world of difference.
Eyes are not mine; they were found on Google and are temporarily being used for conceptual purposes. The hair was obviously sloppily drawn on. I was trying to get an idea of how things would look. I understand it is extremely sloppy. Actually, I decided to try another head style, so I may not even continue with this one.
(DELETED, because of imageshack changing policies and stuff like that; this was one of the pics that was on my imageshack account)