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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I'm really impressed with the low triangle count and the textures look really good for their size. I'd really like to see these guys posed with their weapons in a mini environment. Keep up the good work, it's shaping up to be a good project.
This one is for an iPhone game, and i'm still working on the texture so it's 1024 now, but will be 256max. Around 500 tris.
I'll post the texture as soon as i have it final. I hope there is a resemblance to the original character :P ....but of course it's all "coincidental"
This is my old model
medieval tent for a tournament scene
Textured the scene I posted the page before:
http://www.acumen-design.de/projects/show/splish_splash_wip1.jpg
I really wish I knew more about lighting such a scene for a handheld
As soon as I get the chance to work on my own computer and not my girlfriend I'm gonna give Unity a closer look ! Thanks for the headsup on that.
Vertex Lighting, brrr, I kinda read about that sooo many times and just never understood the concept and use of it all
I guess it's actually time to give it a go nonetheless.
Thanks to both of you guys !
For lighting look up ambient occlusion (AO). It would really help you in your scene here I know there are a lot of pages in this thread, but if you go through them you will find some help about AO. Helped me at least!
Obviously with AO you'll probably need a bigger map.
I didn't know the DS supported vertex lighting by the way.
Super thread with some Awesome work!
In regards to Vertex lighting, I have a fair idea on how to vertex paint the models, but don't know what do with it all once I'm finished.
I've heard of baking the information into a map, but can't seem to find any tutorials which point me in that direction... Any help will be much appreciated..
Rock on !
I hope you guys can give me some critics! Thanks
My first thoughts were though, is it really that much triangles and textures ? Cause it doesn't really look like that from looking on the wireframe pictures ?
Baddcog, rumblesushi, I'll pick it up on the next project, definitely. Got an assassins creed scene on my list, next
What I try to do is to use AO on every objects that doesn't get/could be tiled in the environment.
yeah, sketch81, that's exactly what my problem is also I don't know what to do with it, then.
Here's a tutorial that might clear things up for us ?
http://wiki.polycount.com/ModularMountAndBlade?action=AttachFile&do=view&target=Modular_MountBladeMod_04.jpg
Still I don't know or understand whether that counts as a separate map or not.
edit: Hey, sketch81, I'd highly suggest using this tutorial. Made me understand a few things
I don't know if it makes my scene that much better, but I got the concept of vertexpainting.
The draw back is it requires more vert for good shading.
As far as I know if an engine uses it it should export in the model. Ogre would render the colors with no additional info required (as a blend with the textures). Doom 3 requires a special shader to be written to use it. I think Unity just reads the model info.
You shouldn't have to 'bake' it at all. That's probably just for painting a model in Max, baking it to make a texture. Nothing to do with actual in game vert colors afaik.
Thought i'd have a crack at trying out some low poly stuff, this is my concept and base mesh so far (yes i am terrible at drawing, please forgive me!)
Some kind of robot spider controlled by a lovely floating brain.
Heres my base mesh!
I do however have a question, how will i go about adding transparency to the glass around the abdomain? i've modelled a brain inside with a plane for the wires you see So if anyone has a tip (maybe some kind of transparency map or something ?) it would be greatly appreciated!
You should get a ds blog thing going or something.
So to give a resume, I place omni lights (can it be other lights also ?) in there to get a general lighting going on, and if there should be areas I want to light differently, I can do this by hand also.
And in the end the file gets exported and has the lighting information stored in it. No extramap I have to manually assign or export ?
Anyways, thanks again for this wondeful resource. This hasn't been the first time your insight gave me many hints on how to do things.
Skybox realization comes next, so I think I'll bother Harry about this
If it isn't too much, can I ask you to explain briefly this method? Many thanks!
@ScubaSteve: great tutorial indeed. This will be useful in many situations!
It's inspired by SoC method, but not quite the same. Each quad is actually 2x2 quads, and the outer verts have their normals turned to face "outward," when under standard lighting this approximates a properly lit particle. Does that make sense?
all on 256x256
Scuba steve, seeing as you seem to know a bit about vert colours in max, do you know any little script snippet which can quickly convert vert colours by their VC indices to their geometric vert indices? Very hard to write an exporter for these colours for use in dicta without that, and i'm not autistic enough to do the data handling without getting distracted by modeling and texturing
U could have few cuts on the wings since bird`s wing acually bends when in motion unlike insect`s wing which stays straight
Turn table vid:
[ame]http://www.youtube.com/watch?v=K0PYosNCgFE[/ame]
Tri count:
Beauty shot (AO and OS on)
Working on a new low poly soon, trying to get my hand painting skills up :P crits welcome!
Harry: looks awesome, love the texture.
Did a ghost in a toxic waste can kind of thing today. 399 triangles and a 256² texture. Basically it will jump around on the can's lid and attack some ghostbusterstyled-people. Characters are not my thing normally but I can't start with the environment yet, so I just mumbled along to not waste the rest of the holidays with sitting around
Anyway, here's a picture of something.
Looking good, for the pose, I would space his legs out a bit more, it looks like he will topple over backwards since his abdomen looks kinda heavy and he has little legs, put him in a battle stance or a running stance or something that looks a bit more interesting!
Thanks he actually isnt rigged yet! so he's just in the pose i modelled him in at the mo, and i agree it doesn look very off balance! xD I've gotta do some rigging on a contract piece later so maybe i can throw one on my spider while im still in the rigging mood il do a few poses for people to decide which is a best!:D
Man I just found out Tennis is Kenneth Fejer - bookmarked portfolio. I knew I had seen that style before ^^
Another "ghost". Now that this is done, the first one is not liked by me anymore
Will this ever end ^^
220 tris
256x256 difuse:
Any suggestions for making those blades look a little better? all other crits are of course also welcome xD
anyway, I have made some changes on my mustang model. I've decided a 256x256 texture would be better to get a nice pixel density for both car and girl.
Polycount;
Car: 452 triangles
Girls: 474 triangles each
car texture
girl texture
the image below shows the difference between the 128 and the 256 texture. You can see they are quite similar, but especially the wheels and the dashboard have improved. It's still missing something I think... Any suggestions?
This once was my first post but due to ImageShack not storing images forever the images I've shown here are gone now. I will now start using directupload.net.
Uh, yeah forgot to add the polycount.
The car is 452 triangles
The girls are 474 triangles each.
516 tris, needs weapon
the power suit got down to 524 as well
Lastly, your proportions look weird, with the head being very small and the rest being long/thin/emaciated. Especially in the middle/bottom image where the right knee looks like it's gonna snap.