A while ago I made these cool low polyp pixlaw doxels characters in the style of Legend of Zelda Phantom Hourglass with a DS And I want to see if I can remake them. I'm gonna make Soler, I'm gonna make a very low poly and it picks a lot of tiny little style I'm gonna be using Blunk Bench. The program is normally used for making Minecraft style characters, but you can also make cool low poly models with it too. We're gonna have the character in segmented pieces, so the arms, legs, torso and head are all gonna be separate meshes. I have this trick when making low poly limbs, like arms and legs and stuff. I just grab a default cube and I'll rotate it 45 degrees to make it look like a diamond. In pixel art and in low poly art, we lie and say squares are certain, so we use things like diamonds, hexagons and octagons and just say that they're circles. There are plenty of videos on making low poly characters and it's gonna be the same process here. We're just gonna block out the basic shape and use the mirror tools to make sure everything's symmetrical. When I go to a point I was somewhat happy with how I started to start texturing. When I go to a point I was somewhat happy with how I started to start texturing. I'm gonna start the textures by just blocking in the colors. So blocking the hands, the helmet, the robes and the chain mail texture just in flat color. Something I'm gonna address in my own character models is the text resolution was way too high for the art style I was going for. So block bench is gonna help you drop it right down. Another rule I broke with my health models was keeping all the pixels the same size across the character texture. I do also break that work with this model, but it's not as noticeable. Block bench is a pretty good autumn UV tone. But it's not perfect and it's still requires some filling around. I've cut out most of that just to get easiness. Another mistake I made with my old models is not choosing a color palette. I just went off and chose whichever ran in color I wanted, which can sometimes work but isn't always the best. For this model I used the Pico 8 color palette with the extended colors. I think it's just a 32 color version of the Pico 8 palette and I added a few others here and there, but mainly I just stuck to that color palette. I'm gonna use the same color palette as the previous model. I'm gonna use the same color palette as the previous model. I'm gonna use the same color palette as the previous model. I'm gonna use the same color palette as the previous model. The next step is to make the color palette more beautiful. I'm gonna use the same color palette as the previous model. I'm gonna use the same color palette as the previous model. I'm gonna use the same color palette as the previous model. So here is the final result. It captures a lot of 120 by 128 pixel resolution and the character model is 594 triangles. It's half the resolution of my original texturizes, but I think the texture is a lot cleaner. I think that's because I just used the one palette rather than using a whole bunch of different colors. You can download the model, I put it up on the edge and put a link in the description.