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
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Some WIP character from me:
hopefully i do have plans for it but my coding is lacking so it will be a learning process, i learned HTML and CSS to make and code my own website, it just takes time, dedication and patience.
Eyes and eyebrows are on floating planes so I can easily play around with some simple facial expressions, but I plan on a simple rig when I'm finished with texturing.
Screen caps from my android....
Splash Screen:
Plus Health:
Enemies:
DEAD!!:
Everything is still somewhat rough and raw at the moment, and art is still stand ins.
working on the healthbar at the moment, and the portrait will be sized down a tad.
Found a concept on my images for ages ago, not sure who its by... anyway, decided to model something similar to it... This is what i have after 3 hours:
666 triangles for character + weapon
Did a timelapse for my friend to see, its here if your interested:
[ame]http://www.youtube.com/watch?v=7ucFA5TiGnI[/ame]
Holy sh*t, is there a trial version of Unity Android? :O How did I miss that one.
Mr_Drayton : My favorite game as well, but I not finish it. btw i like your bladeslinger character.
And then there were 3
Toon shading would look awesome on that I think. Not sure if it's available on Android version, but if you can select lighted toon, and take the time to set up a really good toon ramp. If you're a real smart-ass about it, you can use it to 'fake' lighting and baked AO.
Also make sure to test your builds often. What may seem fine and dandy in the editor often (somehow) results in the bright pink texture of failure when built.
Also, this might be a weird thing to ask, but how complex are your character/etc hierarchies? I'm making a Unity game atm, and for each additional level of parent/child, we have to re-prefab the object again.
Anyway, nice work, when you're ready toss up a playable version.
You should really finish that game, it's almost a crime to leave it uncompleted.
harlequin 700tris
Couplle o' props for browser game, they will have spec maps + lit, but these are just flat colour pics for now:
Pillar:
Corner block (3 frame gif, runs smoother in game):
Corner block is still WIP (texture still rather blobby) but i thought i'd post it anyway, gifs are always fun !
pHealth bar is fully functional, and weapon switching is working. Gotta tweak out the particle system for the flamethrower and implement me some rockets.
@9skulls, What giles said
@Brendan, I am unsure whether or not toon shading is availible, I may look into that.
I learned early about what works in the editor may not work on the platform, so yeah, I build to test often. I use the Unity remote while implementing functionality, then when happy with that will immediately do a test build so I don't get too far ahead of myself.
I ran into having to reprefab the enemy soldier, but the hiearchies aren't complicated. Basic rig with some control objects for animation. I have a feeling I may have to redo the main character, as I have the gun as part of his hierarchy, but linked his hands to the gun. I am going to reverse that and link the gun to one of his hands.
use dropbox.com if you need a hosting solution.
Looking good nutsy, i agree with the above, stop teasing and let us play!
Spaceship freebie for a friends mobile game:
What version of firmware are you running?
I had the same problem, installed the Android SDK still couldn'r get my phone recognized. Once I upgraded to 2.2 and installed the latest drivers for my phone, Samsung Galaxy Captivate, it just worked.
Hope this helps.
LOL cannot wait to see this rigged
I had the same problem (HTC Incredible) it seems the problem was the USB drivers were not installing correctly. This is because newer versions of windows auto install a mass storage device driver for it, put it in usb debugging mode and uninstall all drivers associated with the device and try plugging it back in.
all WIPs unfortunately. Research is a killer time consumer
Here my little dwarves
In the meantime, i just finished this. Roughly 180 tris, texture at actual size. Might look a bit high res compared to the planes themselves, but theres so much character in these engines, and theyre reused on many many planes from both sides so it doesn't seem crazy to give them some detail. Hopefully on some models, the engines will become interchangeable in-game at some stage, too, seeing as many fighters were upgraded with new engines in the course of their service (the russians in particular souped up old shitty airframes supplied by the other allies by fitting a beefier engine and usually more guns)
OH YEAH, and the whole thing spins, so it makes some sense to have it as an independant model (engine atm loads one texture per "part") and having two separate parts for the propellor would needlessly complicate things.
This one's an oberursel UR.II as used on "the" triplane which everyone knows from ww1. Also applied to most post-1916 german rotary-engined fighters. It's derived from the french LeRhone engine, which appeared on a shit-ton of allied craft, and will serve as a perfect stand-in for that engine... Once I fit french and british-designed propellors to it.
I thought I'd contribute.
These are for school project.
Well it's a chain reaction game where you control a derailed subway wagon that goes rampage on the surface and try to crash car and flatten people.
Very post-modern critic of the urban bourgeoisie :poly142:.