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
So it's no use to us.
260 polys
128² texture
wire: http://i1021.photobucket.com/albums/af334/LakierosJordy/Wire.jpg?t=1287192540
Crits are very welcome, this is my first real super-lowpoly model ever.
In game when he's not as up close and personal I don't think the difference would be as noticeable, but it would keep the eyes looking good.
Just trying to find out where to paint the self shadows, how deep to make them (...) The textures in this thread are a huge inspiration to me.
The idea with the eyes is some sort of animate-able thing by switching out eyelid texture and moving the eye'ball' UV or something, I don't know how it works but it's what the Nintendo rips I have look to be doing :poly124:
still 700 tris, I can already see a few that will go away when I merge the mid seam, maybe I can spend those on a mouth able to open a bit.
Definitely does.
And I almost never work from concept art. Much less doing a existing game model.
So I figured it would be fun to try to do the infected cast from L4D2.
Starting with the tank, I do alot of low poly stuff but not stuff where I go as low as possible, so that's what this is. About 3 hrs so far and I figure the tex will take at least 2 more (and I need the practice).
Would love to hear if I can do any better on the mesh, anything weird? I'm working from a 3/4 view concept...
Couldn't really fill that space very well, so I'll probably make small props to include in the meshes whereever I have room.
thanks.
i worked at 512, then shrank, probably bad idea.
I did asdd 2 verts on face near the end, but yeah, I should probably drop a few more polys there.
I still haven't tried the mirror uvs at the tex edge yet, gotta learn that.
I did a li'l Autozam. I love doing this tiny little 3D models!
This is an 8 bit 128 tex, obviously still needs alot of details... but I'm done for today.
Might have to use up some pixels by stretching the torso a bit under the chest. Also
I think I'm going to throw some fire in the extra space, then wrap a few polys
around him for fire particles.
I guess all the infected will need some particles anyway.
Epic barrel jake, love the shark. It's like it's really jumping out!
Baddcog - deffo need to add some more contrast and definition in there. Quick paint:
Highelf - good call on the focal point IMO.
Ravenslayer - nice, the kid from UP right?
Hawken & Fearian - I think the sharpness kinda works, but the brick could use a wee more noise. I think that unsharpening would make the brick look too smooth.
Achillesian - why are you uniquely mapping these things? Wouldn't tileable textures be much more efficient?
bah i still cant seem to make anything intresting with this
anyone have any ideas where i could go with it?
This is my first real low poly work, lemme know if you can see anything I can change/improve! The building isn't complete yet, still needs to look more like a hospital!
I added a few verts (in the shoulders so they stick up instead of rounding off), turned a few edges and adjusted his physique some since that pic. So his shape is less boxy and looks better.
I've also started really trying to define the muscles better with some stronger outlines. But still I think I'm going to go greyscale and get the tones flushed out first, then go back to a color layer like I should've done.
@violet, nice car, the tex is real clean.
@Pogo. lots of stuff in such a small space. deffinately need a front door/awning.
not sure about the H though. cool to see how you split it up, maybe would be better, red H, whit circle, red outline??? i think the red/white outlines tend to show the pixels too much, but if it was solid color circle and only one outline might look better>
I tried to keep a consistent "badass" style to it. It's also not symmetrical with the hands so it adds a bit of interest as well as making it look more like an enemy. The head is really pointy which is also making it look threatening. It's not perfect by any means but I hope it's something that'll help. Plus it was fun as hell to make.
Cheers!
If you know what the colour the decal is going to be used against, you can still include aliased edges with your decal, just have the alpha encompass the fringe. You can make a soft alpha and then alter the levels to make it hard-edged.
If the centre of the circle is going to be colour, you can soften the inner edge as well.
With the available texture space, you could:
- Like Baddcog said, include an actual entrance.
- Expand it a bit to show the parking/loading area at the front with appropriate road paint strips and a simple pavement
- Couple of simple bushes in a planter outside maybe. One either side of the doorway?
- Aircon type units on the roof or a series of ducts (simple modular stuff with sqaureish metallic sections)
- skylights, satellite dishes/antenna array
Look into vertex colouring to get more variation out of your stuff. Keep going
Your helipad example is awesome, I originally had it like that but thought it'd be easier to make transparent if it used hard edges, but it does look a bit pixellated. I'll get it fixed tonight.
How would vertex colouring be useful here? That's a genuine question, not sarcasm; I haven't really explored vertex colouring yet.
anyway
@Pogo.
maybe a water tank on the small roofs, seems odd there's a door and nothing there.
deffinately some big ventilation devices too.
Pixel shading could help in some area. Nice thing is just a little can make the texture tiling go away. Maybe in corners just add a tad bit of dark grey/black. It's easy enough to do.
The thing is though with so few verts it might be ugly. If you add a little shading to the bottom of the pillars it will go halfway up them (and also follow the lines of the tris). So some more polys in shaded areas would help confine it.
http://www.polycount.com/forum/showthread.php?p=1204294#post1204294
you can use the verts to add colour and shadows to your geometry to make your textures go further, rather than painting the shading in. With small textures like you're using, shading can become pixellated and a bit noisy but vertex colour is usually pretty smooth.
Painting stuff in can be useful as well - its just down to the specific thing you're after. Even if you aren't using strong lighting/shadow, you can use vert colour to get some ambient occlusion-like effects in there and make the model pop nicely.
Edit - Figured out vertex painting. Thanks for all the help guys! Let me know what you think.
~580 tris, 256x256
WIP as it should be easy to see
Yay! I love Zombies!!! Looking forward to the other buildings!
I would suggest this way because as long as you have a decent few texture pieces to work from, you can build up an entire building instantly. Just have a couple of trim textures to break up the windows.
Here's all the textures on planes, as I'm currently using them. I think it's actually 52 tris though, oops!
like that plane too Harry.
more work on the tank. it's comin along but taking longer than I thought. tweaked the mesh quite a bit for shape. added a few polys, adjust uv's a bit, more tex work.
340 polys, 256 8 bit tex. 680 tris when biled.
Maybe he neds skinny tracks, he's kindof wimpy lookin.
Tank needs backup.
450 tris and 128 tex for jock.
No, 100% correct decision. Spend our UV space where the eye is going to go the most while not having vastly different resolutions. Wall-E looks great here. Fantastic execution.
Based on this.
also nice truck :P
i found it at random while on Deviantart but apparently its for this HL2 modd.
http://www.moddb.com/mods/athena
I like it! but,
I think you should give more love to the mechanism on the side. heres a quick paint over