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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Its always a pleasure to do such low poly models,also i've been playing the old alone in the dark games on my psp and missed those graphics soo much :P
Mini-tank deploy!
I present:
Tried adding the ammo belt but that didn't work out at all
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yeah!
i have my pyro!
who make the medic?
PLEASE!
oh man. Team Fortress 2 DS
PLEASE!
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SRSLY
you guys should show this to valve
maybe they'll get excited about it... someone already ported the goldsrc engine to the ds, so.. its kinda possible
-caseyjones
I think, 500Tris for a character is too high for a DS but it's good for fun
Zoffty what do you think the poly count is for ds? anyone know where you can get the ploy and texture restrictions for the leading systems/handhelds?
I prefer uberlowpolyness though.
Awesome guys!
We could almost make This in LP version!
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Zoffty what do you think the poly count is for ds? anyone know where you can get the ploy and texture restrictions for the leading systems/handhelds?
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I don't know, I had just found this page:
http://boards.polycount.net/showflat.php?Cat=0&Number=87756
For PSP you're looking at almost 20,000 triangles. Don't know the texture specs on the psp though. Probably something silly though because it's sony.
...I have a DS too teehee.
I think I´m gonna try myself on the doc.
Slaught: You must contribute! We are building a polycount army here, in fact it would be kinda funny/cool to make them green!
Couple in game shots (Doom 3). He's got a few anims, walk and idles.
Another team member's gonna get some script together for random patrols. We still have some Ai tweaking to do before release.
Aww, glad you guys dig it.
Slaught: You must contribute! We are building a polycount army here, in fact it would be kinda funny/cool to make them green!
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It´d be awesome if we could have that as a new lowpoly mini challenge.
@Baddcog
Cute rat!
Probably do the Scout eventually too (my other favorite design).
I don't know why I posted this in What Are You Working On, so I'm going to be a crossposting douche:
Though, if I may ask, why does the front of his arms have an extra vertex, rather than the back? I thought you always had to place the extra semi-loops on the outside of a bend.
ComradeJ: Had a feeling someone would question that. I've done it with the extra vert on the elbow most other times, so this was pretty much a test. Here are my "findings" (mind you, I'm terrible at rigging, so I could very well be doing something wrong)...
(note two different bone configurations)
The top two have an extra vert on the elbow. When the arm bends, the inner vertex collapses in and the elbow turns flat. Also consider the bicep starts round at the shoulder and gets flatter as it goes down (the top, bottom, and inside vert of the arm are more closely lined up) which shouldn't happen, especially if you're flexing. The whole joint in general gets pinched. The bottom two have the extra vert on the inside. With the extra vert on the inside, there's room for the arm to fold in, maintaining volume and a hard elbow.
I'm thinking this might be a better alternative for super-lowpoly models. Again, I'm not a rigger/animator, so if there's a better way to do this, please let me know. A dummy object on the joint might help the inside vert from collapsing on the first two, but I still don't like the funky elbow. This is also with no texture, so I still have to see how it affects that (there are pretty large portions of the joint being covered up).
Have you wieghted the verts or are they just 100% on their respective bones?