I wasn't referring to the number, but the cuts in between the polygons. When he/she goes into animating that model then he/she is going to run into some trouble because of those areas. In a model you want to have 4 squared polygons and avoid having those triangles as much as possible.
That's only if you have a very large triangle budget. What you're referring to is making sure all of your deformable areas are quads so the GPU can deform them without error. But with very low poly triangle budgets, you have to make your triangles pointing in the correctly direction so when the deforms happen, they're still predictable. With a budget of very low numbers, you cannot afford to make everything a quad. But you also don't care about deforms because you have very precise control over each triangle since you're not in the thousands.
Hey there, the Minis are adorable. But one thing came to my mind immediately. I'm doing textures for my collegue at work, and he sometimes ask me to do 3D textures like the one you do and it is seen at the bottom left.
How on earth do you paint the texture? Do you unwrap the model with the tris edges and then paint directly on the square sheet? Or do you paint it in a 3D environment or how does it work? I have no clue as I'm normally not doing any 3D, but this is a question that will haunt me everytime my collegue wants a new texture An explanaition would be awesome!
Yeah I just painted on the 3D model directly. In Blender (which is what I also used to model these), there's a function that lets you do that, but there are a number of other programs that can do the same thing.
Pretty much everything is in blender, aside from minor hue adjustments and such for which I just take it into a 2D painting program (OpenCanvas in my case). As for special stuff, it's all pretty much just painting away like in 2D, except for the clothing patterns on Miranda and Tali. For those I made a tileable pattern texture first, the mapped that to a copy of the model using a simple tiling UV map. And then I baked that texture over the original model (which retains its original, proper UV map), and then used OpenCanvas to overlay the resulting pattern bake onto the original painted character texture.