Fleet has been given the low poly treatment of having their body triangulate and now is a lot less blocky than before. I also adjusted the colors in order for some of his attributes to pop out more than others. For example, since their pants are in the snow most of the time, maybe a bright green would not help. This also brings the attention more to the back of the head which is great because that is where I wanted the focus to go in my cinemachine set up.

I also am trying to set up a way to make the model easier to auto rig inside of Maya, I tried Mixamo many different times but the software makes Fleet look realistic with smoothing and becomes the worst of the uncanny valley.


Here is a view of the pre-adjusted light attached to Fleet and also during the optimization of the multi-directional lights in the environment. My goal is to get Fleet to blend into this environment based on looks but stand out from the light that they cast from their head region.

Really fun/cute character. The abstract+Realistic art style helps it stand out a lot. I would say, even if you are going intentionally for a low-poly look, id consider smoothing some of the polygons on the characters hoodie just so it looks a BIT more naturalistic.
(Smoothing edges: Select Edge -> Shift Hold Right Click -> Soften/harden edges -> Soften Edges)
Huh, I will look into that since I sort of was testing out the edges with hard sides that made the character have more visible polygons. That is one thing I was considering and I can definitely see that working. I just worked on the animations but I really want to test that out Thank You.
The character looks really crisp and will definitely stand out well in the environment. I was wondering if the shininess of the texture was intentional or not? I would definitely recommend turning up the roughness on the clothing a bit as the body and clothes look like the same material.
I wanted to make everything low poly but I agree that the clothes would blend in with skin if colored incorrectly. Fleet was less shiny, but bringing them into Unity the shiny was left behind and came out a bit differently.
I really like how you leaned into the low-poly effect with this character. Question- are his eyes see through? Also, as this is a third person controller, how often will you see the front of this character vs. the back of them?
I agree with your choice to change the colors, I think these will help it stand out against your environment a lot!
Their eyes are black and look better when it is brought over to Unity. Also, the player will be able to see the front when stationary and the character is idle. But most of the viewing of Fleet will be in the back.
This guy is super cool! I’m impressed with the level of detail in such low poly, and very interested in seeing how they animate. I don’t know if this was your vision for the character, but the rectangular mouth makes me think they are a little creepy, I’m not sure why.
Maybe it is because they are in a weeping angel T-Pose. They are mostly going to be viewed in the back and I just finished up the animations, they look less creepy but the rig with the low poly made it harder to animate.