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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Also, a train would be awesome.
And then decided to make a game around him:
http://revoltgame.blogspot.com
[ame]http://www.youtube.com/watch?v=r7icBAVLst8[/ame]
Thanks! Its going to be out very soon and we're planning on adding multiplayer in a later update.
this one here
http://www.polycount.com/forum/showthread.php?t=51691
thing.
quite update on my robot, started texturing. just thought i would post so anyone can give more suggestions or point out major errors. (apart from the top of the head im gonna fix that haha)
also epic plane, i cant even think of how you could make textures that nice haha
Oh and I'm aware of the scaling issues for the vehicles, I will have to look at that tomorrow
Want to see this birds twitchy idle animation? Check this out: http://www.26pm.com/iphone-game-development-the-twitchy-bird-who-drank-his-coffee/
more images and stuff on my blog 26pm.com
Haha cool, AngryBirds anyone? :-D
@JosiahMunsey - Sweet bird, love the animations.
Keep on man. Excellent work.
@PogoP looking good, I would love to see the sheets for the buildings!
Good Stuff Josiah....keep it going old friend!
cactus - your robot is rather noisy atm, you should try to soften it a bit and add some handpainted shading in there as well as some colours to discern larger forms.
paroxum - just clicked through your beat-em-up. i finished Bionic Commando 2 days ago and it looks like this would fit in perfectly.
pogop - you'll want to focus less on saving texture space and more on saving polies i think. could you give a wireframe? also, your cars look stretched and elongated a bit
To be honest I do sorta agree with you about the texture space. I was so focused about cramming stuff into a 128 diffuse map that I didn't think about how many polys I was going to have to use. If I re-do the scene I'll take that more into consideration.
Well, that is assuming you're using MAX.