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
kio: I think that looks pretty rad even though I have no idea what it is! Though, like Snader says, get rid of the pepsi logos. Unless, of course, this is what pepsi bottles will look like in the future. In that case, carry on.
Also, Kio I love the use of colours in that model! Some sort of RTS building?
[ame]http://www.youtube.com/watch?v=hMzNaV2oa6M[/ame]
most of the strangely mapped parts wont be really seen just built them to avoid surprises - yeah the logo has some issues, copied it from a different asset a friend made without much thought, i guess we have to change it hehe
I apologize for the formatting of the video, it was recorded with the intent of putting it into an HD demo reel, as a result it's best viewed at 720p or higher.
The model currently uses a 1k texture sheet for the character and a 512 for the weapons (collectively), I'll knock the character down to 512 when I get a final render setup for him. I may try knocking the weapon sheet to a 128, but I'm not sure if the textures will hold up at that low res.
[ame="http://www.youtube.com/watch?v=dFfUWGKgCmQ"]http://www.youtube.com/watch?v=dFfUWGKgCmQ[/ame]
Hey Cactus! Nice work - might be worth looking back at pages 133 onwards, there were a few pages of barrels posted- and some nice ref too.
http://www.polycount.com/forum/showthread.php?t=41232&highlight=barrel&page=133
You're 90% there, the only thing that stands out (apart from the mentioned nails being nailed to nothing) is the photosourced textures. It'd be awesome to see you have a go at doing some more hand-painted stuff - at the moment it looks very grainy.
Even just some gentle gradient on the bottom edge highlight could help.
To me it looks like he was going for a more realistic texture as apposed to a cartoon/stylized look as your paint over shows. I could be wrong...
cactus fantastico care to reply here??
Just a quick little thing for an android game, 112 tris
as much as I would have like to have a go at a hand drawn texture, unfortunately as of yet I don't have Graphics tablet (managed to lose my old one :'C) and I'm pretty sure its not even worth trying with a mouse so I just did a photo realistic texture. as soon as I get one though I will be on does hand panted textures like a snap, I've wanted to try it for awhile now.
also syklonis you can have realistic hand drawn textures too but yeah i was going for a photo realstic texture.
Wasn't trying to tell you how to do things - just noticed often your textures are a little grainy - maybe play around with things like surface blur/smart blur/noise reduction to get rid of some of the graininess of the original source images.
You could maybe try 'fade' settings on the brushes opacity / flow - after a number of steps the brush opacity will fade to zero, simulating pressure.
Pre-Bamboo I used to use the mouse on around 33% opacity with a lot of Ctrl+Z lol, and zooming in really close helped keep the lines tight.
Keep it up, the quality of your stuff is improving a lot!
edit - that didn't make any sense at all.
Also, I agree. Your quality has been getting much better. By the way, cactus, you're on Facepunch, correct? I've seen a cactus fantastico avatar around.
don't worry it does make a good bit of sense and its real helpful thaaanks i'll try and improve on the grainyness, i think i just sharpen it too much. i sharpened the image of the model though so it might not be so bad on the actual model.
oh and thanks for the compliment!
@DOG-GY thanks for the tip and compliment also, and i've been on facepunch for a looong while but under "The Cactus" i started out as a mapper way back when for source
crappy crate thing too. I'm mostly churning these at the moment because there suppose to be in for a project on Friday. I still have a bunch of dynamite to make. but I'll definitely go back and fix them up later though.
Most of my models use Alpha maps in some way or another and i have been trying to get my models onto a real portable platform. Been experimenting using DS, IPod Touch and Android OS. Problem is none of the solutions i have tried support Alpha maps.
So my question is: Does anyone know a mobile platform that i can display my models in with alpha maps?
Also: Here's something ive been working on the last few days:
I made some lightmap test lately.
the scene is ever 100% auto illuminated, there is no dynamic light
I made a first material with a rough normal map to have volume information in my lightmaps. After the bake I removed the normal map.
the final render
Lightmap only
No lightmap
The textures (real size)
another try with the dog (now with a proper rig and new uv layout. the polycount grew a bit though... now at 230 tris
Texture size is 256*128 (real size here)
crits would be welcomed. thx
wire:
not wire:
FreshDumbledore- good job.
I agree with vrav about the screenshots. maybe fix that little seam in the face also.
wip. bit poly heavy.. but its more for texture practice.
Cheers.
kinda looks like that is what fsnake did, so yeah i'd try that, or pm him.
@Cr
hmm I couldn't think exactly how to do the label bit right :C
Cactus, maybe the label must be brighter for more contrast with the sticks.
@Cactus: I'm with doggy. Make him more bulbous and/or exaggerated. It's a great start nonetheless!
Just wanted to say, you could make the dynamite much lower poly without losing any real discernible detail.
I know, maybe it is a bit over the top; but creative problem solving/poly-lowering is part of the deal in this industry!
I know, I left out the wick. That, of course, could be simply a plane with a nice alpha. In which case, just add 2 polies to the 68 count. 70 tris, and with a nice texture and UV job, it could easily look just as good.
THIS POST IS OBSOLETE.
SEE NEXT.
E: My math was way wrong. Left out the other caps.
Sorry for the long winded post! I try to keep it as polite as possible here so it probably adds a lot of words.
The reason why I thought lowering it so much would be acceptable was because of the wick. The wick, or fuse, I guess, is far too noticeable; if it were held by a character as a weapon, that would very much distract me, so I assumed it would be a small prop.
And any rate, feel free to disregard me, haha. Unless, of course, it won't be too close to the camera.
And, of course, I attached another image to show what I mean.
also I've gone back to concept with the robot and really took time to make it look more charismatic so I should be posting that model soon!
Just a post to tell u about my website which allows you to upload your .dae creations into a 3d realtime gallery.
Hope you'll try and enjoy it.
http://www.lowpoly.fr
french language needed... (sorry)
fearian: nice brick!
luke: Awesome slimer! Front view's looking a bit odd, though. I've always pictured Slimer with the classic yellowish eyes (and closer-set, too). Also a smaller nose. Did a quick paintover as a suggestion:
Might want to tone down the sharpen filter on the noise. It works where the words London are concerned, but for the noise it gives the texture a bit of an over compressed feel. Blended low rez textures look best when you can blur the shades, anything that has detail often becomes too blurry and sticks out.