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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Hope you'll give it another pass if possible
Great progress so far !
I am really digging the DS sized models and textures! My only gripe is that in max the textures look stressed and nothing like the lo-bit look im going for. will these effects look different inside of an actual engine verses max?
And also how do i display the tris along with my poly and vert count?
First successful attempt at super low-res texturing/modeling.
(hope to add the actual receiver and a phone book shortly.
Ah forgot, that was for a little friendly low poly comp at Untiy forums. I added backfaces to the armor plates (pauldrons, knee caps, skirt) for the final version which brought him up to, oh somewhere around 560 tris.
Just a low poly dude I was working on during a lunch period. He's going to be an adventure/treasure hunter/uncharted type dude. I still have like 30 tri to cut out of the character model and a bunch of feedback I need to incorporate.
Maybe a nice beer pong scene to accompany this lone keg?
But for such and "old school" content it could have less polys. Metal rings could be in the texture. No need to do them as separate geo cauz they do not contribute to the shape. I even did not notice that they were "vlumetric" first, and only looking at wireframe shot i realized that rings were "3d".
The barrell could be just a cylinder, everything else - texture
D'awww, it's adorable.
small car
At least the texture is higher rez than the ones I race on GT5
Agree with above; you need to merge all the central polygons. If you post the mesh as a .obj I'm sure you would get a lot of hands on advice.
To me it would appear either go really low poly without the edges and stuff or keep the polycount but make the texture more realistic instead.
Cause the logo, graphics and tires are almost photolike but the rest is very 3-4 color palette-lookalike - which kinda clashes for me.
I don't know, that's just my feelings, could be pretty wrong about these feelings as usual
I will work on texture a little more, I wanted bird to look like a box .
Hope you like it :poly142:
I haven't played GT5 yet, what are the textures like?
Really sweet bird Mercury!
This is a standard car:
I'd consider that very substandard for a current generation console.
That's one of the weirdest things I've seen from a high profile game on a current gen console. Thousands of polys and a 128 texture
The disparity in texel density between the car and the wheels is pretty crazy too.
What possible reason could there be for that? They used all the ram on the environment textures? Are there LOADS of cars on the track at once?
Do you know what makes it stranger? Although I'm not a fan of the GT series (on paper brilliant, handling rubbish) - the visuals have been undeniably stunning on each console, especially the cars.
For their time, the cars in GT1, and then GT3/GT4 on the PS2 were better than any other cars around.
On the bright side, they're supposedly going to fix and polish the standard cars.
i hope you accept this cartoony psp character (<1000tris) i have made.
bye!!
I gathered that, that the super cars would look proper, partly from the common GT5 screens I've seen
But honestly, the fact that it's just the standard cars doesn't make it much less bizarre. Especially considering how long it's been in production.
Apologies for turning this into a GT5 thread, but how similar is the handling compared to the other GT's?
Maybe try rescaling some of the proportions for something more along the lines of Marvel Super Hero Squad?
Those textures could use another pass. Following the Low Poly style guide might help.
@ everybody else:
[ame]http://www.youtube.com/watch?v=VBpJNZOhxGI[/ame]
The silhouette at least looked alright, just wasn't too happy with the topology and uv's.
On the new car, if you take away the logo, it just looks like a cartoony little red car.
I like the old one, but you could get it down to 400 looking almost the same, no doubt.
Gentlemen!,we need a thread for all the barrels in Polycount!!!
I think it looks pretty good. maybe a bit more contrast. The head seems kind of big but maybe you were going for that.
But the shading on the cross is upside down and it looks like it's cut into him (the necklace makes me think it should stick out.
V3ryFl1gh
You should use checkers instead of stripes , you'll get better deformation info that way.
The head and the body should have no seam, they are right next to each other, that seam just adds a crease and extra verts in game.
Also, if you rotate the tail 180 and shrink it a tad you could have more uv room for everything else.
The mouth would look better as a solid line of black instead of a fuzzy shaded line.
Scaling down the scene size as the car environment was pretty harsh for me.
baddcog, thanks for your tips and yes the shadow on the cross is wrong! really helpful
see ya!
I´d say the head of the helmetless marine is far to small. Also the feet seem to be a littlebit flat. Maybe you should raise the front vertices (thicken the toes so to say)
On the textures site the red kneepad is missing some light imo (compared to the legs) and maybe you might want to add a little shadow under the skull/wings emblem. I think the way it is, it looks more like some kind of marquetry (sorry for my bad english - I don`t know a better description) instead of being attached on top of the armor.
IN NOMINE IMPERATORIS,
FREIDENKER - battalion commander 3rd nagging-division