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Full video of Huntress main character - skeleton, 3D model, wire etc: 

I think the models look really good and I think you're quite talented, but I wonder if the models are too polygon dense for kind of game you're making...
I'm not great with 3D, but considering that a lot of the detail isn't visible in the gameplay footage, I'd build lower polygon versions of the 3D models and bake the details down to textures... A normal map and diffuse at first, then figure out the rest.
I'd probably pick one important model that you've already made, then try and figure out at what level of detail is actually observable onscreen, then try to limit the high-poly versions to that level of detail.
If you just want to know if your modelling is good; it is, but if you want to optimise your work flow and potentially make the game run faster; I'd look into baking those details onto lower polygon meshes.
Best of luck with your project :)

(+1)

Thank you very much! I actually retopologized all the enemies to reduce the triangle count, since in a top-down game many details aren’t visible anyway. For example, one enemy went from 5,000 triangles down to just 300 — and from the player’s perspective, the difference is barely noticeable.