- Jan 3, 2021
- 1,300
- 4,425
Excuse me...
WAT?
EDIT: Also, the game dev in me is having a minor aneurism over the mesh density of the models, and how terribly distributed the vertices of the mesh are. They look awful not only cause they're dead-eyed naked fat dudes, but also because of just how poorly the 'low-poly' models are constructed. If you're going to make the eyes and irises literal squares, then how come the arms and legs are dozens of polys in circumference? The models overall have a rather uniform mesh density, which means that you don't have enough detail where you need it (e.g. face and hands) and have too much of it for large broader areas (e.g. chest and back). This dev would do themselves a massive favor if they actually spent more time studying how good low-poly models were traditionally made and how they allocated their triangle budget to get the most bang for their buck.

WAT?
EDIT: Also, the game dev in me is having a minor aneurism over the mesh density of the models, and how terribly distributed the vertices of the mesh are. They look awful not only cause they're dead-eyed naked fat dudes, but also because of just how poorly the 'low-poly' models are constructed. If you're going to make the eyes and irises literal squares, then how come the arms and legs are dozens of polys in circumference? The models overall have a rather uniform mesh density, which means that you don't have enough detail where you need it (e.g. face and hands) and have too much of it for large broader areas (e.g. chest and back). This dev would do themselves a massive favor if they actually spent more time studying how good low-poly models were traditionally made and how they allocated their triangle budget to get the most bang for their buck.
Last edited: