This is the sweet spot for your low-poly models. Post 'em if you've got 'em!Low-poly hasn't really been a requirement in the games industry for a long while now. This thread is for low-poly art style appreciation, so please take note of these rough guidelines:
- Keep models under 1,000 triangles.
- Scenes are fine, if all models are low poly.
Some dedicated low-poly modelling tools now exist that make this art style a lot easier to produce;
Crocotile3D &
BlockbenchHere's a handy list of ways to make your art look right in mainstream 3D software:
Low-Poly Art Style Guide
Replies
Thanks, in this case I imported some tiles I drew over a year or two ago since I just wanted to create something quickly. I could have made it in this editor though since it has all the tools I usually use to create pixel-art. The main benefit of the paint tools in the editor is to allow a user to plan out their texture while they create their scene/model (so you don't have to flip back and forth between programs and lose focus on what is what). If you want, you can export the texture and work on it in another program, and import it back in. So you can rough in the texture while you plan out the scene, and then clean it all up in a paint program you're more comfortable with for example. You also get a better idea as to what tiles you might need to draw when planning this way.
An art test I've just finished for an iPhone and android games company.
High Poly.
Topology.
Render. (2 Different Textures)
Textures Used.
They are around 750 polys each.
I didn't see your post before, but yes, there is an orthographic mode you can select in the program.
(Alternate version, click image)
Got my first commission. Yay ^^
Also, great stuff guys! Moar moar moar!
Here is one of my favorite cars of all time done in a similar style to Drift Stage(awesomeness):
brother I really would love to talk to you about your work flow your stuff always looks so good!
Soldier : 744 poly, 512 x1
G36C : 623 poly, 512x256 x1
it's more than 1000 tri... :[
the texture manager is very confusing and the controls are very annoying at first but i was surprised how fast you can adapt to them.
i liked the texture paint option within blender but on the long run i'd prefer photoshop.
also im not quite fond of the unwrapping tool, either it lacks good vertex relax options or i havent found them yet ;b
There's a "minimize stretch" function in the UVs panel at the bottom of the image editor that you can run on any selected UVs to help reduce stretching. There's also a sculpt mode that you can activate with a toggle in the same menu. Then you can use a brush to do a few different things, including relax UVs. (Settings in the "T"/tools side panel.)
For me at least, Blender almost always finds the least distorted unwrap on the first go. You can actually visualize the stretch with colors overlaid on the UVs with a toggle-able option in the "N" side panel. I usually jump back and forth between PS and Blender when I work on textures.
(Scene)
Another commission. Hope to do this sorta thing for a living one day.
Sure man just shoot me a PM, and thank you!
Looks great Littlenorwegians! You too MrWolf!
Here is a quickie I did, Karl Pilkington:
Love this man! haha
oh my god, nostalgia all the way! great maybe a little blurry texture (eyes)
also really nice motion keyframe picked for the pose
[SKETCHFAB]840365544cba49e18838c7c99bbcc0a5[/SKETCHFAB]
It's made of 429 poly or 792 tris
Really like your style!
[SKETCHFAB]5b2e701fcf72483590b75d36fecb3e1c[/SKETCHFAB]
VIEW ON SKETCHFAB
Practice exercise
-Modeling: 3DS Max 2015
-Textures: Handpainted in photoshop + Wacom Intous S
NOTES:
-First handpainted roof.
-I use three texture maps, but I can put all the textures in one 1024x1024
-I know that a lot of things are not perfect, but i keep practiceing.
Future Updates:
-Add some (animated?) vegetation.
-Add some props.
[SKETCHFAB]dbe9b9ba56cb4edfaa6b601190a46da4[/SKETCHFAB]
let me know what you think!
you can see more with the marmoset viewer here:
https://www.artstation.com/artist/pierrebenjamin
and
https://www.artstation.com/artwork/dLR6W
brushed from Jonas Ronnegard were used for these too by the way!
https://sketchfab.com/models/4789e48f5f6a4514b16adc13f8b3d8bc
I'm completely obsessed with this sort of ... 3D pixelart snap to grid sort of technique
I'm not totally sold on the shading technique, I try different things
based on a 16x16 swordsprite from metallurgy 4.
wires
Basically I only place vertices on the 16x16x16 grid, but for the swords I tend to compress the resolution to half of that on the thickness. It's not important to not cheat the "rules", more to keep to a look - use halves here and there but don't detail everything.
[SKETCHFAB]bcc22780cc5e48cbb2fa3f9668a55c9c[/SKETCHFAB]
Sketchfab link!
922 tris, 32x32 texture.
kriscrash: I like the sword! very chunky.
First time posting here in a while, but here is a few quick renders of a game model that I created for a University module I'm on atm.
Wandering if anyone has any tips for me on how to rig this bad boy.
Open to any C&C's
Of course this is a fun of the Great He man !
If not, will be cool if you create a Topic in this forum
Barrel by rynosauras on Sketchfab
https://itunes.apple.com/it/app/legendary-knight/id996457333 https://play.google.com/store/apps/details?id=com.naps.knight
https://www.youtube.com/watch?v=HzczHn2HrMg, temptation was too strong
Just so you know: there's an edit function! If you forgot to post something, just add it to your previous post.
Looks cool though! I think the textures could use some more edge contrast to make things pop, but they're cool designs.
but I did the topic LEGENDARY KNIGHT as BADMOUSE suggested