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The Omegamon model was the project that I liked most since I started modelling exactly one year ago. Unfortunately some parts of the model were totally different than the original concept. So I re-made half of the model, even if it was fully rigged and textured, and replicated every single detail of the original action figure. Still, it's not perfectly resembling the original concept, but I'm 100% satisfied of what I made so far. :)

If you have a suggestion, or some criticism, please write down here. I'm always happy to hear some feedback. Thank you :)
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Every Digimon is under 500 tris. I'm working on the texture, which is a 256px diffuse. The final result should look like Patamon (the Digimon on the bottom right side of the image).

If you have a suggestion, or some criticism, please write down here. I'm always happy to hear some feedback. Thank you
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Genesect lowpoly model - complete.
Tris: 998 texture: 256px diffuse only.
Rendered in Mental Ray.

Apparently, on the reference image, the body is bigger and the head is smaller. Also is missing some little details on the head that I noticed when I finished the render. But apart of this, I'm very happy for the finishing result! :)

If you have a suggestion, or some criticism, please write down here. I'm always happy to hear some feedback. Thank you :)
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Omegamon/Omnimon WIP - now making the texture. Tris: 6310 - texture: 1024 diffuse only. Screenshot rendered in Mental Ray.

If you have a suggestion, or some criticism, please write down here. I'm always happy to hear some feedback. Thank you :)
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This is part of a series of the Digimon lowpoly models of the first series of the anime. I loved so much the games for PS1 that I wanted to make a tribute for the series. All the characters are built with less than 500 triangles (to match the PS1 specs) with 256px texture (also 128px is fine, but the eyes will turn very blurry). Also, i made the render without light settings, as it would appear on a 64 bit console.

If you have a suggestion, or some criticism, please write down here. I'm always happy to hear some feedback. Thank you :)

The original character design belongs to their respective owners. All rights reserved to Toei Animation and Bandai.
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This is part of a series of the Digimon lowpoly models of the first series of the anime. I loved so much the games for PS1 that I wanted to make a tribute for the series. All the characters are built with less than 500 triangles (to match the PS1 specs) with 256px texture (also 128px is fine, but the eyes will turn very blurry). Also, i made the render without light settings, as it would appear on a 64 bit console.

If you have a suggestion, or some criticism, please write down here. I'm always happy to hear some feedback. Thank you :)

The original character design belongs to their respective owners. All rights reserved to Toei Animation and Bandai.
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Relinquished WIP model from Yu-Gi-Oh. Reference images are taken directly from the anime.

3076 tris

If you have a suggestion, or some criticism, please write down here. I'm always happy to hear some feedback. Thank you :)
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About 4-5 hours of work. Rendered in Marmoset Toolbag, tweaked a bit the colors in Photoshop. Very fun and easy to make.

If you have a suggestion, or some criticism, please write down here. I'm always happy to hear some feedback. Thank you :)
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I've been making this model since this summer. Today I was browsing at some old unfinished projects and I decided to complete this model. Very satisfied with the result. The texture looks good even on lower resolutions, and I can easily make a lod for that.

If you have a suggestion, or some criticism, please write down here. I'm always happy to hear some feedback. Thank you :)
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This is a Lego Wizard, made as a Torchlight mod; the mod allows you to obtain this character as your pet. The mod can be downloaded here.

The screenshots here display the modeling and texturing, plus relevant info; however, it is worth mentioning that I also did the rigging and animation for the wizard.

Getting the animations to work in Torchlight was quite a challenge, as the game and its editor was designed around a 3DS Max-based pipeline, and I am using Maya. However, after working at it and getting a better understanding of how rigs and animations work in the Ogre engine, I was finally able to overcome those hurdles and get these things to work right. Hopefully, this means I can now make more complicated characters, creatures, etc. for future mods for TL and TL2.
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