I like the cartoon style of these and they look nice, great job! You maybe could give these characters some props like hats. I wouldn’t texture them as I feel that would take away the cartoon feel of them.
I really love this kind of design it’s a little bit of simplisity and cartoony feel. This is unrelated, but tell your friend to add animations to these “critters” It’s a bad practice to ship games that have models like this that just move around like a statue, especially in role play games.
The cartoon style looks quite decent. However, I’d recommend adding further dimension to the faces. The toucan, for example, simply looks like a couple of sphere meshes, and the head is the same width as the body. I’d recommend Blender as a creature modelling software, making models like these are quite easy. An alternative to this is to combine multiple sphere meshes to make certain shapes, however, this would look rough in certain lightings, and Blender is much easier.
I would say that blender is the better thing to use as I find is a lot easier to make detailed low poly meshes in. Here is a really good tutorial series for blender: Tutorial Series. The reason why I personally don’t use Roblox CSG is because sometimes the poly count goes up(This may be wrong so please correct me if I am). With blender you can control the poly count.
The advantage of CSG over individual parts is that it reduces the part count in your game, which can improve performance. CSG modeling is also supported in Studio, so there’s no need to learn a 3rd party modeling program in order to make interesting models. And, since the primitives are readily available to the Roblox system, it’s probably safe to assume that CSG models load faster on average than meshes.
By creating a model as a mesh in something like Blender, you possibly (likely?) sacrifice something in the way of load time, but part count is still reduced as compared to building with individual primitives, and you have finer control over the ultimate size of the mesh that’s used in the render pipeline. With CSG, control is limited to the number of primitives you use. With surface modeling (mesh) you have complete control over how and where polygons are placed and the total number that are used. This means that an imported mesh should provide better in-game performance than a comparable model made with Roblox CSG. However, this assumes that the imported mesh isn’t unnecessarily dense. It’s easy to create a mesh that under performs the CSG in every respect. The key differences are control, convenience, and the potential for well-tailored meshes to be much smaller than similarly shaped CSG models.
There’s a place for both, IMO. Blender is definitely worth learning (at least the modeling parts) if you create a lot of complex looking models (Can also be used for things unrelated to
Roblox). Roblox CSG is worth learning since it’s supported by Studio and because you can use it on the fly while a game is running.
Blender also can be a lot less laggy than CSG, I hope he/she knows that (the person who you’re making the models for), but it’s actually a lot more efficient than CSG in tems of creating objects as well.
Really love what you have done so far, keep it up.
My advice though is possibly try to learn outside of Roblox, such as programs like Blender. This would really help bring more life and allow more complex figures/shapes to be created when modeling. Another thing is, modeling in Blender is sometimes for beneficial than CSG in Roblox (In terms of efficient triangle use at points), which can allow better game performance. In terms of what you have created though, I should try to find a way to “smooth out the edges”.
For example, on some parts of the critters its all smooth/cartoon kind of, but then there is just sudden bumps/edges such as:
I would try to challenge your self to find a way to make it blend into the rest of the critter. Other than that, nice job and keep up the good work again!