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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On that note here's something I made a while back. Looks a bit nicer now that it's done but it's not too different.
I'll just hope that more and more people jump on the bandwagon and post in here before every handheld thing can handle too many polygons and textures
Thanks for the precious feedback, guys !
So basically my biggest conclusion is, this huuuuge and almost extreme modular approach is not too good for the handheld spec I was going for.
This is pretty cool! The pixelly look actually gives it some beat-up-metal grimness.
But I guess, not knowing how things are made in current-gen and not knowing how things are made in the mobile world is something I need to accept :poly136:
(If it's a picnic)
Making a few different models.
- The flat grey color in the bottom part of the handle aswell as in the blade are just too boring. More shading is needed, probably with blue/purple-ish tint.
- Also the beige wrapping around the handle could really use some more color variation.
- Photoshop's default bevel-effects are too obvious. I'd suggest you to take a brush in your hand and make those bevels on your own. It'd look so much better. Now it's just cheap.
Currently the best part of the texture is the purple mid-part. It really brings interesting personality to your model.Also I'd say that the 128x128 mapsize is the way to go.
renderhjs, Thanx man, Ill keep that in mind for next time.
Disting, I ditto the Interesting/Dynamic shape going. Maybe give the blade a bit more space?
Super crappy uvs for such a simple shape, but meh...
I think with getting rid of the modeled logs and making them on 2 planes each only, I could save another row of triangles already
The tiling and recycling of the wood is very obvious, I know, yet I'm kinda proud to use the thirding technique (at least I hope, I did :poly136:) at all. Again I learned and learned so much more this time, e.g. preplanning of the used texture space - that was such a huge lesson for me !
It really helps to actually DO stuff instead of just reading and reading all my life
(You can play the game here, and we update alot! http://apps.facebook.com/myclubgame)
Very stylish, snipergen - guess it's a blast to work on stuff like that !
would love to get some wires and textures for the pieces. And maybe even more stuff from the game ?
I would like to try this forum,it seams great.
hoping for feedback. thanks.
here´s a quickie...
Helenemybot 338 tris
And A little test animation :
Hope you like it
models are around 200 tris for each of them
textures are 256x256 each
I did a reboot of my 1 year old Normandy SR2 from mass effect 2, just because I didn't like the old one any more
so this is the result, remodelled a few bits and pieces, tweaked the proportions, tris count sits a little higher with 690, but it conveys the detail much better than the old model, and the texture size has been doubled because I wanted to make unique top and bottoms sides of the wings for the shading
I thought it was going to include more of that highlighted outermost edge. could you tell a noob why you didnt? IMO it would look more fierce with that bigger edge.
here's a prop for a character turnaround's background scene I did.
Rapante: Such a crispy texture! Great job :thumbup:
Actually I was wrong, the vehicles are averaging 300 or so triangles, I forgot to select the wheels :P
textures are pretty simple, since there isn't much shadowing to be done, and models are simple too because they are fully self illuminated, so there aren't any issues with smoothing groups or vertex shading.
here are the wires and textures:
I am totally in love with this. Great job man, everything turned out really amazing.
Just try to align the Uvs on the front of the helmet to get less stretching
I'new at this forum and I already have something to ask you. You make such great characters for mobile devices. How do you texture them, i mean can you help me. I can model, no problem, but when i get to the texturing part i suck. Has anyone any good texturing tutorials out there. I don't need tutorials for painting HD models, but only for models that are aimed to mobile platforms.
thanks I am already fiddling with it again, because I made a mistake (that probably no one will see untill I point at it but heck, it's fun and I'll add the shuttle Normandy has because there is still some texture space left :poly142:
ahaha, so bizarre!
Some stuff I'm working on:
@Mercury: That animation looks really nice. Would totally love to blast this thing into pieces with my shooting arm ^^
@vpk: awesome bust. king is king !
Decided I shall tackle the car, before I move on any further. I started with the terrain textures first and put it in a simple scene to see how it all works together.
First draft here:
http://www.acumen-design.de/projects/show/car_scene_wip1.jpg
My plan is to make a need for speed - hot pursuit (THEFIRSTONTHEPC) kinda situation in the end - cops chasing the bad guy in the cool car.
I just did some mockups with 2 omni lights (I have no idea how that lighting situation would serve over to any handheld)
http://www.polycount.com/forum/showthread.php?p=981236#post981236
I tried tackling a NFS racing game as well some time ago with tech and art but I got stuck with my new job
Since I cannot code a hello world I can't reproduce the brillant ideas you put in this very thread, so you gotta finish yourself and give import functions to the game
That wasn't mine! I was quoting it from the last page!:\