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
Replies
very nice the soldier and medic!
texture:
http://i104.photobucket.com/albums/m161/mightypea/3d/squidymoleman_tex.jpg
lol... we should make a hoax with those TF2 characters to fool some news sites into reporting a "rumored" PSP TF2 version
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go go go
ComradeJ: Had a feeling someone would question that... (loads of text)...
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Interesting findings. I'll just use two loops until I can get a definitive answer to this.
Just a minor thing, looking back at your medic, I'd use a triangle and make the piece of hair that's going to the side. It's only one triangle and I think it'd help sell the character.
This low poly stuff is a great way of learning. I think my UVs are quite a bit better than they were before.
Have a Spy:
And this was just for fun:
Soldier - ThatDon
Medic - Spacey
Spy - ComradeJ
Pyro - z0ffTy
Heavy - ComradeJ
Engineer - ComradeJ
This low poly stuff is a great way of learning. I think my UVs are quite a bit better than they were before.
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You seem hellbent on having as few seams as possible, but seams are really easy to fix at that texture size. You'll be much better off cutting the torso in smaller chunks, because then you can eliminate much more of the wasted space, and you can have the advantage of painting straight pixel lines for things like seams or the shoulder straps on your engineer. Your textures will look much crisper if you do that.
Someone has to rig and animate these then trow them into an old engine like quake 2. Team Fortress for ancient PCs lol
Sry, I don't own any handhelds hehe.
Great stuff guys, now make some ultra low poly maps
Probably rig him just for the hell of it.
I think I wanna do the Futurama cast now
This is a 256 tex but a saved as a 128 and rendered and it looks just as good so I'll probably clean the 128 a bit and use that size.
I have a few polys left so I'll probably round out the corners of his mouth.
you've been caught his character.
@dur23, yeah, I know but he was kindof a speed test for me too, just to see how fast I could do it. Was about 2 hours to completion.
The bottle was an after thought, was waiting to see how many polys I had. was shooting for 450.
I don't really see the point of another tex for the bottle though, I had a bit of room to squeeze it in so I did.
A sort of toony exaggerated version of an AMC AMX
I broke the 500 rule, but this isn't optimized at all. I could get the tri count to probably around 450 without changing the shape at all, and if i had used flat wheels it probably woulda been below 400... oh well, live and learn. 128 texture. (The smaller images use an older version of the texture, I just realized)
I think i might take a shot at the TF2 sniper, those models look like fun
Pyro, Medic, and Engineer are pure winsauce.
oh man this is awesome
Someone has to rig and animate these then trow them into an old engine like quake 2. Team Fortress for ancient PCs lol
Sry, I don't own any handhelds hehe.
Great stuff guys, now make some ultra low poly maps
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hahaha like Team Fortress running on HL1 tech?
They are awesome guys I love em all! At the very least please render them all out together like in the TF2 cast shot. I might even be persuaded to rig em up, pose em and do the rendering. I have some extra time next week and low poly rigging goes pretty fast. If you are interested drop me a PM.
Orthos:
It was fun!
@ThatDon
Yeah for possible close ups, didn´t want it to be too jaggy...looking at it now there are a lot of things I´d like to go over again but what the heck.
We still need the demoman and the scout people!
I`am doing the sniper but Slaught finish his model first
and turns out really cool. God Job everyone!
BONK!
\
great work spacey
Japhir: ah, I meant to put a shadow on his back. Have to go back and do that. Unfortunately, a shadow from the strap isn't going to work.
something quick for today
(not rigged)
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ComradeJ: Had a feeling someone would question that... (loads of text)...
[/ QUOTE ]
Interesting findings. I'll just use two loops until I can get a definitive answer to this.
Just a minor thing, looking back at your medic, I'd use a triangle and make the piece of hair that's going to the side. It's only one triangle and I think it'd help sell the character.
This low poly stuff is a great way of learning. I think my UVs are quite a bit better than they were before.
Have a Spy:
And this was just for fun:
[/ QUOTE ] Just a modeling suggestion, I like your spies legs, but I feel he is to top heavy compared to the original design. He need to be a little thiner in the torso and arms. I also probably wouldn't have made his jacket a separate piece since it is pretty snug around his waist. at the most I would have just suggested the bottom of the jacket in geometry.
I might do my own interpretation of the TF2 Characters for the DS platform since I am familiar with it, that seems like a ton of fun and I want in on that action.
Just a modeling suggestion, I like your spies legs, but I feel he is to top heavy compared to the original design. He need to be a little thiner in the torso and arms. I also probably wouldn't have made his jacket a separate piece since it is pretty snug around his waist. at the most I would have just suggested the bottom of the jacket in geometry.
I might do my own interpretation of the TF2 Characters for the DS platform since I am familiar with it, that seems like a ton of fun and I want in on that action.
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I took screenshots in the model viewer and used them as blueprints for the Spy, but I guess outlining those does give you a greater volume in the end. As for the jacket, I didn't even consider that, but that does look possible. Ah, so much to learn still
Anyway, I'd wholeheartedly recommend doing lowpoly TF2 characters. It's great fun!
Christmas cheer has brought my productivity to a standstill. Finished this one up, and will get around to the rest asap.
edit: Sorry, added specs and flats
Is anyone working on the demoman? I think that's the only one that's missing
when a mod using them ?
Well some alien from me in N64 good old days tyle.
Far from overall quality here.
good stuffs.
Cool stuff here.