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
I'm trying to stick to the limits of a DS, just to have a restriction. I'd really appreciate some critique. Thanks. :>
Objects:
All of the little objects at the bottom are one plane each. The box is 6 faces, the books are also 6 faces.
First model I did for this project, a pizza and box.
UV (not completed):
Its three 128x128, I figured it'd be simpler to put them in one file for the purposes of uploading.
Here's a 100 points for pure win...
godDAMN that's nice. Puts my stuff to shame
Gives me an excuse to post mine I'm working on... I like my terrain.png better - made to preference I guess
(It's unfinished, and some stuff is filled in by the doku pack and painterly packs.)
no problemo)
no, in 512
LIKE ☞
Not brill, but I got slightly better at texturing low poly.
http://www.vbmania.com.br/_billy
It's just a tech demo showing off my super quick 3D sphere to triangle routine.
Use the WASD keys to control the Dreamcast, press Space bar to shoot weapons, press 1 to swap the texture for the pixel art style one, press 2 to change to a FPS style camera/controls, where WASD is move/strafe and mouse is to look.
While in FPS mode, you can press V to toggle vertical look.
http://rumblesushi.com/dreamcast.html
Aaaaaaah!!! It just keeps going upwards!!! I can't take it!
Pretty cool (:
Pulling around verts might be too much work, but at least make sure the triangulation is symmetrical.
Nice model.
The jpg artefacts on the pixel texture are disgusting. Can't you use a lossless format like PNG?
Does anyone have a link to this piece? I'm starting a handheld games module at university and want to check out how he went about making a modular environment!
sltrOlsson - Yep, 75 floors. Brownie points to whoever climbs to the top.
Snader, good point, I must admit I didn't notice that at all, I usuaully manually turn edges to make sure they are symmetrical. Strangely though it doesn't seem to affect the shape that much, look at the bottom front on view, the profile looks the same on both sides.
Also I'm not sure I know exactly what you mean regarding rounding out the shape with the corner quads, could you elaborate?
Hawken, thanks and hahaha, yes I agree it is horrible. Pixel art and jpg compression don't really go hand in hand do they? I think t's actually max that's doing most of that though, I think it compresses textures in the viewport, textures generally look worse in Max than in my 3D engine. I'll have to use a PNG with pixel art stuff, or a JPG with really high quality.
What is that game by the way?
I'll post an example of what I mean with corner quads as soon as I have some modeling software again
The DC was also modeled for Virtua-On and integrated into each robot.
haven't posted for awhile
Wide shoulders are manly :poly142: *joking*
...
OH GOD!
the nails just go through for the purpose of going through the wood. dear sweet jesus i feel retarded now haha
http://www.polycount.com/forum/showpost.php?p=1191770&postcount=4816
http://www.polycount.com/forum/showpost.php?p=1195579&postcount=4844