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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C&C is welcomed !
Tennis: Me too, dude, thx
Baddcog: Hahah, would be funny!, I'm glad you like it.
I haven´t done much stuff to fit in this thread, but now I have one.
Today I gonna start the texturing. Difuse only, 512² or 256², not sure yet.
Please let me know if there is some major issue on my model.
... rummage rummage ...
According to wikipedia it "has a set limit on the number of triangles it can render as part of a single scene; the maximum amount is about 6144 vertices", which would convert to 2048 floating triangles, but more tris if connected as strips:
floating triangles: 3 vertices per tri -> 6144/3 = 2048
2 tri-strip or a quad: 3 verts for 1st trim 1 vert for 2nd tri -> (6144/(3+1))x2 = 3077
3 tri-strip: 3 for 1st, 1 for 2nd, 1 for 3rd -> (6144/(3+1+1))x3 = 3684 with 4 spare vertices
So it depends. What are your environments like, are they very complex or boxy? Can you get away with prerendered backgrounds like the first Resident Evil? How many things in the environment can be done with sprites/camerafacing planes? Could you give some more info?
Snader has it down pat. With GoldenEye it was a consist testing through the level to see if they float and don't crash. For the game we had load rooms where we drop things out and loaded things in so that why we are able to have the size environments we did. Its all about the engine and a lot of plan on level layout.
Moreover, if you use a top-down camera, (e.g. on a racing game) you could have even more details, since the viewing area is restricted and not extended to the horizon.
Oh, I forgot. Are you planning to create an Homebrew? Because HB devkits can't read polygons as quads, but only as tris. In every case, nGons are never supported (neither by official Nintendo devkits)!
(lantern model (128²) door jeroen tavernier, treetrunk (128²) by Peter Paul Milkain and the bridge/surface (256²) and all the textures by me)
For our handheld module at uni we just have to make a DS spec environment, and whilst we do have information on how many polys we should be aiming for, I wanted to get some advice from some people who've actually had to work to a specific standard of optimization.
Here's what I'm working on. It's sort of inspired by the volcano base in some of the Bond films. I'm trying to make lots of smaller, tileable, 16x16 or 32x32 textures with a limited colour palette as somebody previously explained in this thread (thanks a lot!), which gives me a lot more polys to work with as I can tile outside the UV area.
Just been blocking in textures mostly, only really worked on the floor, trim, and breezeblock wall textures so far.
These are my texture maps. They're split into 4 texture maps, but I put them onto a texture sheet for ease of uploading! Let me know if this is the sort of thing that would be done in the industry, I'm fairly sure it is.
Edit - Oops, forgot to upload the rocket texture. It's actually on a 128* diffuse map, which is probably massive for a DS texture. It is the focal point of the scene though. What do you guys think? Will it leave me with a lot of texture space still or will that hog up too much memory?
It's probably a good idea to make most of the textures first, and then model around them, with a few extra sheets for superspecial stuff... For instance I'd make several techy panels, put those through the enviro, and on the rocket, but have a 32 or 64 with details for the rocket such as painted stripes etc.
Here you have a couple of base textures (tiling concrete,grating, bolted plates), some trims (danger stripes, bolted pillars, black holey things), and some unique objects like the banners and lights.
You should take a similar approach, get the bread and butter in place, then add some details, and lastly some points of interest.
PogoP- you have to start thinking about symmetry for your textures on your models. The red lines are where id symmetry the textures. You can use alpha for textures just don't go over board with those because those would eat up a lot of texture memory. In ds land vert coloring is your friend. Its a way to get rid of tiling textures. With having a white all you can vert shade it to red or what ever other color. Instead of thinking in one texture sheet start making everything in pieces. You might be about to reuse the textures else were. Also having dark lines next to light lines like your floor on the ds will make things centilating causing a weird warping. So Just be careful of doing that stuff. With that said that rock texture needs some more love.
I think I'm going to tackle this scene again from scratch and use mirroring some more. The thing is, I was purposely trying to keep geometry to a minimum because my last scene used way too much geo, how ironic!
Cheers Steve.
Edit - So is it ok to use 16x8 textures? They don't have to be square?
Double edit - I've made my own thread so as not to clog up this one.
http://www.polycount.com/forum/showthread.php?t=78330
that's pure dope man! love it to bits!
So, this is what I made in the past few days:
And yes, the helmet is removable...
Going to make more characters'n'creatures, it's quite funny.
256 Colour
32 Colour
I had some free space and I used to brake the simetry. (but I agree that I haven´t done much for that )
I am not sure yet if leaving those outline is the best way to show this guy.
YOu can see him here in unity
Advent Children Cloud Strife WIP
1x 128 Diffuse Map
482 Tri's total
I checked out the Unity scene, and that outline is awesome. Reminds me of Jeanne d'Arc.
324 tris
201 poli
(not couting the orb and wand)
I have been following this topic for about half a year and am very enthusiastic about some of the work shown here. I figured it was time to contribute.
This mustang model started out as a custom mod for carmageddon. I optimized the texture to fit in the carmageddon 1 palette, and shrinked the polycount significantly.
Please criticize!
finished this a little while back and I thought I would throw it up here I hope it's within the specs of this thread
the robot is 2860 and uses 1 512 texture, the environment is about 15k and uses 5 texture ranging from 64 - 512.
diffuse only no lighting
But there is no such thing as a Mustang GTR. I would lose the "GTR" title. There is a Mustang GTR concept car.. But it looks nothing like that, so it is kind of confusing
mifflefish: Looks great! I am only afraid that this 2860 tris will generate two pages of discussion again about budget of this forum...
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this is my first real lowpoly piece like this so I'm sure optimization isn't what it should be. I'll see what I can do but if you guys have any suggestions I would be happy to hear them.
It's fantastic, but yeah with lowpoly graphics you'll want to spend polygons for what can help the shapes and silhouette and less on stuff that won't.
I'm pretty sure you could bring it down in polycount quite alot. (in the spirit of this thread)
But it could possible be this is aimed at newer stuff, 3DS etc which would make it work at its current density.
also, it's getting harder in many way to enforce any rules in this thread, so no point in trying.
Spent some time trying to cut down on the polycount, Ive got to fix up the textures obviously. got it down to 1694 polys, I'll see if I can get it down a bit more, if you guys see anything obvious I'd be happy to hear it
WIP "Ivan"
298 faces the texture is WIP too
Wings 3d, photoshop.
Blue- Looks like you have the arm segments all connected. That's a goodly number of verts being wasted on a thin edge like that. I've split out the large segments and merged them into one point. Won't need to change the texture for it. uv's can just overlap into whatever was above it.
Purple- This is a big mess, and a waste of verts since it isn't a primary focus point.
One last bit is the head. It looks like it could be a bit wider.
The eyes and mouth are from an old model, and are placeholder.
Does someone know how to use vertex colors with Cinema4D? Is it even possible?
- Legs and arms are usually 3-sided.
- Hair, eyes and mouth are textured directly on the head, and olny bangs are modeled as a separated geometry (like the back of the dress).
- Hands and feets are like small pyramidal blocks.
- The body (from shoulders to pelvis) is often an unique block without horizontal edges, since there won't be the need to bend it.
- No vertex painting: everything is done with texture (usually 128x128 pixels).
All this optimization should bring your model to around 250 tris. I'm going to make a sample character for testing purposals, I'll post it when it's ready.
PS: I don't use C4D, so I can't help you with vertex painting!
tho it don't look as good as original
tris:178
ver:105
and idk how it would act with armature X.x
I'm a lone programmer trying to make good looking models with minimum effort
If I want to use such models in a real RPG, I have to find a way to make a lot of them easily and quickly.
That's why I prefer avoiding unwrapping and texturing by using vertex colors instead. And that's why I'm not really concerned with optimization.
Anyway, thanks for your tips, and I'm looking forward to see your model!
Nice to see your take on it
It's looking good for such a low amount of triangles, but I think your colors are too saturated, especially the skin and hair.
Here's an attempt at a low poly toilet, weighing in at 144 tris, and a 32x32 texture (my smallest one yet)
Modeled in blender in an hour and a half (including distractions).
Let me know what you think!