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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EDIT: Theres something weird about your toilet actually.. why it has a second leg on the back?
I realized that I was able to stay under 250 tris even with some more details. Take a look!
@Linox_Dagger: wow... This is VERY lowpoly! Maybe too much... :P
@Aranoth: so it's for PC? This changes everything! Just model it as you want it to be, there are almost no limits, you know!
each
178 tris
texture 128x128
ivan V2
Sword is 212 polys
Helm is 198 polys
head is 96 polys
Is that too many?
i know the sword could be optimized.
the textures are 128*128
Crit is welcome.
thanks
heres a good look:
http://alexearley.com/SM3/ivan.html
Is there a reason why the helm is separate object from the head? Because now I think there could be some unneeded tris lying around inside the helm. Also the texture size seems to be way too large for that little detail you got in it.
"Sword is 212 polys", what, seriously? :O Where did you spend it all? Just for example, guess how many polys this sword has:
It's 52, and it looks almost exactly the same as yours. So yeah, you could optimize a bit :P
It's awesome, but not lowpoly sorry! Looks like Wii specs
I'm sure you could make a lowpoly version though... as people have suggested.
The lefthand arm could do with some serious optimisations.
I'll post the wireframe with an update.
I built the helm first thinking my game was going to have changable armor. but now my character is only a floating head, so im going to combine the two. (more like delete the head and drag some of thoes verts on the inside out.
Most of the complexity in the sword is in it's grip. I see yours is only 4 or 5 sided. i think ill start with that.
thanks.
WIZPIT - your guy technically is within limits but it could do with a lot of optimization.
Mifflefish - definitely not 'mobile gaming' lowpoly. Looks good though, but better suited for the WAYWO thread.
d2king10 - nice, though you might want a wee more detail below the waist, and the pants blend into the shoes a bit.
Lionx_Dagger - I advise you to spend more time and effort on individual characters, instead of trying to make as many as fast as possible.
Mr_Drayton - you could save a wee more by using quads on the front and top of the torso, and making the head+neck a floating object.
Aranoth - you could try making the head and hair more like a geosphere. And I'd reduce the arms and legs to 4 sided ones.
willy-wilson - looks good, could use some folds and better defined eyes.
Harmalarm - texturesizes are rather inconsistent - I'd either use a 256² for the car or a 64² for the girl. The textures are a bit too flat too, IMO.
LMP - really loving that green/grey triangular building.
T.Bull - they all look rather skinny.
cause from model side i wanted to keep them 178 tris,and I'm satisfy with they mesh
and no models where not based on making as many as possible so sorry to disappoint u here, i created one was happy with it and worked on another
and if its about the texture well so far its the best i can do
have good day
Working on a base character for something I'd like to try to make. But I'm not sure what polycount to aim for. I'd love it if I could use the 620 one, but I have no idea...
Also, I've read that a snapdragon can handle about 300,000 per frame but...
-that sounds high. is that just untextured/unlit?
-the snapdragon is a pretty high-end chip I think.
I've ran the Quadrant benchmark and my phone (LG GW620) gets about 7, 15 and 5 fps on the maze, planets and helix but I have no idea what the specs for those scenes are... Though some basic OpenGL demos run quite smooth, with a sphere having textures, lighting, even reflection map...
Can anyone point me at some statistics for more average phones than the nexus one, droid X and so on?
Also, also: quite satisfied with the hand, weighs only 95tris.
to answer the question about the screenshots....they got approved they just do not want them on a public forum...and these are the official screenshots that are posted everywhere just not IGN. I am just using this picture for example.
But to answer your question its all about texture memory to poly limits...that was done with two planes instead of each building have there own. To cut the polys/tris due to what was on screen in that section. So it is a balancing act and takes some planning.
My reference:
http://www.dexsoft-games.com/models/images/fantasy/desert_oasis/render-1.jpg
Actually that would be kinda cool environment to make modular tiles for
70 faces exactly. I've done texture mods before, but this will be my first from-scratch texture. I dont even think i know how to unwrap in blender.
Maybe I'm only tired, but it's so fun to draw bright lines above polygonal edges... :poly142:
AWESOME. Any plans to animate?
Oh how I wish custom maps were able to be made for this :poly142:
actually i think im going to put an sdk out for it when i get home from work.
A golem i'm working on ( 776 tris and 512² for the map ) I'm thinking about to take away the protection of the head and make him one that goes well with the rest of the body. Any idea ?
something I did a while ago
1) Design wise, the face mask doesnt fit since there is nothing else made of metal in this guy! Id suggest adding some metal gloves or something to balance it out a bit
2) The yellow rocks are too saturated :P Why not give it more of a grittier kind of lava stones? http://www.swisseduc.ch/stromboli/glossary/icons/paehoe_lava.jpg This could really work on your model. If that is not your choice, then perhaps just lowering the saturation on the texture, and brighten it up only on the cracks
ZeroCarti: Really interesting reference. It should work so fine in my model as you said. I'm gonna try it!
Thx all!
this was my work on the nintendo ds game "emily the strange"
for some characters i build a high poly version for the cutsceens.
the pink bunny and sugarland princess are not showing...because...
you know...play it ;P
AWESOME.
after seeing these models: i definately will!
Great work! I especially like these three. The level of squash/stretch is really uncommon to see in game animation. Would you be able to post some details on the characters rigs?
Cool stuff, I like that you're only using the three colours(4 with the grey:)).
I have a little crit about the animation above. I think you could do something more with the cane. Like give it more snap or make him twirl it(not sure if that would be appropriate for his character). Also it makes his arms swing down together which I think look a little weird.
he makes everything "alive" also he is a talented comic drawer...
for the cat and the spider we take the catrig in max and the other charaters was done with the standart biped...he said is the fastest and the easyest way to animate for games?!
have an eye of the rotate points of the bones, hard weight skinning and sometimes its better to turn edges for better deformations...thats it!
@bruce?! thx for the critics
weird is good for emily the strange ^^
now its to late...its released!
but its only one from several animations...and its nds... 256x192 pixel you know
willy-wilson: another nice set of lowpoly stuff from you !
So, there goes another failure
Basically I think I'm just stuck in between different mobile specs and don't know which way to go. Ultralow polycounts and textures, or higher polycounts with small textures...
So basically I started out with making lots and lots of modular pieces for a western town scene. I then started a quick mockup texture to see how everything could work out in the end. In order to save texture space I created more polygons so i could recycle the texture by rotating and mirroring. I kinda have the feeling that the geometry I'm using right now would be more suited for almost a fps kind of game. It's basically shipping around at 1000 triangles using a 256² texture with 7 different variations of wooden planks
Things I've learned:
1) Really good choice to test texture on a mockup building, so you see how the texture plays out. For example I realized it's stupid to take away texture space of the planks by adding a bunch of wood profiles, when 1 is enough
2) The technique with different colored planks allows for a nice variety of wood colors for single assets
3) No huge spots or creases in the wood should be applied or otherwise it will show a lot ingame with ugly lines and stuff.
I really wish there would be more Mobile Games Artists Portfolios or Technical Breakdowns available/present. I'm kinda stuck on scubasteve, madpxl and kennethfejr stuff and it's mostly single assets and not an entire level - except goldeneye stuff