Lowpoly Ninja (tris: 1500). This was an exercise to make a fully game-ready model with texture, skeleton, binded skin and constraints for animations. The texture was made using the reference sheet by Roberto Ferrari for the game Death By Degrees. Also, I forgot to enable alpha map while rendering with Marmoset, I'll post an updated version soon.
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 Roberto Ferrari and Namco.
Also, sorry for double comment. Wouldn't it have been good to weight paint the bottoms of the "skirt" to the thigh bones so when the leg rotates, the skirt moves with it? It's kind of clipping into the legs.
The alphas has been put on the borders of the skirt and the boots. Also, as you pointed out, I tried to put some weight map influences on the skirt to make it move with the legs, but since the skirt is very lowpoly (only two vertical edge loops) lifting the legs will create a big mesh deformation. My teacher said it's ok, so I left the weight maps in that way.
As always, if you need this model, just let me know!
The alphas has been put on the borders of the skirt and the boots. Also, as you pointed out, I tried to put some weight map influences on the skirt to make it move with the legs, but since the skirt is very lowpoly (only two vertical edge loops) lifting the legs will create a big mesh deformation. My teacher said it's ok, so I left the weight maps in that way.
As always, if you need this model, just let me know!
But I see where the alphas go now. I thought the polygons flowed with that shape, I didn't know it was just planes. Thanks for clearing it up!
Looks awesome! I'm curious as to where the alpha is being applied to...