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
You could easily break up the entire texture in many smaller textures, in order to make them tileable.
Since there isn't much color in every texture, you should use only 16 colors when you export them. In this way, their size in kb will be near to 0, and you could have many dozens of different textures in a very small amount of space.
Here! This is the calculation for texture size (in Bytes) when you use the orginal Nintendo devkit:
At 256 colors:
(Smaller Map Side * Longer Map Side) + 1024 Bytes
At 16 colors:
(Smaller Map Side * Longer Map Side) / 2 + 512 Bytes
(those sizes in italic can vary from 16 bytes to 1024 depending on the palette size)
So, a 32*32 map with 16 colors will be about 1024 bytes big. Wich is one Kilobyte. Wich is almost zero!
You can theorically have up to 128 textures in one memory slot (DS vRam has four 128Kb slots, plus three "hidden" slots with a very small amount of memory, but usually thery aren't used).
Remember that DS can't handle textures smaller than 8*8 pixels!
Here are 4 of the houses that will be tiled over and over again (randomly placed).
Ingame view:
There will be some christmas lights placed as well, just haven't added them in game yet.. You cna see an example in the 3ds max render
3ds max render:
You could go for a nice Web Browser game too, with that specs.
So, what kind of game do you have in mind? I'm looking forward to it!
But if anybody wants the assets afterwards, you'd be welcome to them!
I will try to use them for something like an isometric traffic smash demo to run in your browser... With TONS of cars on screen. :poly142:
Mr_Drayton runs away to polish up his Unity 3 icon...
1.5k tris, 256x256 texture, about 15 colors in the palette, created in 5 days.
uh, ignore the leg test object to the side there. I should have removed that before rendering.
Meant for the Megaman Legends 3 devroom forum. I intend to post it there soon enough.
Granted, I could have done alot of this differently to save time and resources (specifically in the UVmap and texturing). I intend to do better on the next low-poly model I make.
From my reading, it seems baked lighting/ light maps is the best way to go.
Seeing as it's taking forever to release a new version of this ipad game with the new gfx Im just going to pimp some of the work here...
This is not really meant to animate, it's a progression of the different levels of the dragon you are playing as in the game
Group shot!
kwakkie what do you want to see bigger?
Fully functional in Warcraft III
It was more or less the same for me when I worked for "Monkey Madness: Island Escape" on DS. They told me to show nothing!
But since the SH is almost unknown, and since the game is even more unknown, I waited for it to be published, then I posted some project images here and there (even on DeviantArt)! I guess the SH never found them, since no one ever contacted me. XD
Hy,
I think anyone would agree with me, If I would say that you should post them on the SDK Master Thread. It would be so nice to learn some essential low poly modeling At least I would
By"Z
Video of our christmas game, expect it this holiday season!
still not finished, but this is as far as i'll get tonight.
poly: 478 - texture: 128x128
so good!
Reminds me of Sam & Max car ^^
Very good!
Nice! Can we see wires and textures pls?
I would consider it finished just as it is, but I'm waiting for the final version.
But please, disable the Map Filter!
Snader:
i think the details look nicer with texture filtering on, the polycount is also too high to be used in a DS game, so i was going for a more Iphone/PSP kind of look.
however, i rendered the animation out with it disabled
think more checker will give a more cab feel?
also good to see you posting.
I rhink this b&w checker is risking to add too much of visual noise which will make it hard to read the vehicle.
I would say if something more is added it will scross the safety boundary and become visually messy. On the other hand, I agree that b&w checker can add more "taxi" feel to it but might require to remove some of existing "decorations" like white circles on the doors.
Yes, probably there are some parts that look better with filtering on, but I like it more this way!
Agreed with Matroskin for the checkers idea... Imho you should leave it as it is now.
Any chance we are going to drive it?
I know my texture skill isn't so good, so any tricks or advices about this will be wellcome.
The way gold renderers, would be more narrow wavy white highlights, with also dark reflections.
Did a quick crap paintover below to give you a rough idea, but I recommend you google images up gold reflections on similar shapes.
I wanted to improve this animation, model and texture
it looks more heavy then before.
seems only Opera and Firefox are rendering gif's in the correct speed (24fps) (not IE or Chrome or Safari)
edit: texture :
I gotta say, the top one looks spot on to the walk cycle from the intro to Mechwarrior 2, so pardon my nostalgia.
Mr_Drayton:
nah sorry just a random model, not meant to be used for anything in particular
Pshyco:
very cool, love torchlight.
rollin:
looks awesome!
would love to see the texture, if you havent already posted it