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
Thank you everyone for encouragements and crits! It is my first time going this low in polys, so it's good that I have you all's guidance. Should I just post my changes here or will it clutter the thread? BRB 3DS MAX
Muscular shoulders man!!!
The hand was 58, now it's 48 and feels less messy. Reduced the gun hand too.
Fixing the thinness of the legs .. did some, but at certain angles they'll always be really thin if you view the square profile straight on. New feet, better? I am not sure what you meant.
She generally has heroic proportions, but I scaled her head a little on the horizontal, it does look better, thanks.
annnd 514 tris (+32 for gun)
Gun could probably be 2 boxes, but might look lame. I don't know what degree of alpha shenanigans will go on for her hair, but I can just delete the extra layers if not.
Will propagate some of the changes to the suit when I'm happy.
*looks at picture*
*adjusts neck*
click for larger image
(edit: rounded her butt as well, so 518)
Really enjoyed it. Any pointers? There is more to the room, 4 128x128 textures used, so the equivalent of 1 256x256. Polycount for whole scene is around 2100.
The only thing I think looks off is the shadow along the wall, around the door frame and above the uh.. boarded section of the wall, and maybe that the keys on the typewriter are much higher rez than the rest.
hmm yellow hair like this, or more realistic blonde? I'll probably keep to yellow for now, cause I can't find a pleasant desaturated one. ANYWAY, this is fun.
While I love the color I can't help but think overlaying some black and desaturating the texture could really bring out a film noir mood.
The shadows on the wall, I know they're off. I kinda put them in as a border instead of actual shading but I'll have a play and see what it's like.
Grr!
My new low poly WIP:
128x128 Textures coming soon
Gilesruscoe:The wings i think you could weld some of those verts because there not adding to the silhouette, and seen as you've got a seam down the middle of the plane for UVW map reasons you might aswell make use of it and add to the shape of the plane.
Whats the typical texture size that is used for models this kind of size (tri count)? i started with intentions of doing a 128x128 but i just got a ton of really thick ugly lines that make the wing flaps look bad.. so i have gone with 256x256 now.. is that too much? dont do things this low down the polycount often
If you look at Tennis's and Harmalarm's models on the last page, you'll see that most shapes have been unwrapped as rectangles, making as many lines on the model straight on the texture. This lets them get very straight lines without any jaggies.
Greaattt style!
2pro
@giles: i'll try to remember to post those wires when i can!
Her arms collapse when pulled behind her body, I just discovered that so I'll see what I can do about it.
Here's the texture, there's a bit of alpha on the hair as well
But I might look into that, feel really accomplished at the moment after fixing the rig. I'm a notorious poor shadow painter. I learned what I could from Poop's tutorial but he never finished the Funge one, NUDGE NUDGE poop finish it.
I wonder, is there a good solution for the collapsing where the thigh and pelvis meets?
Also her hair thingies should probably have bones too.. hmm.
What do you think is the 'limit' for total triangles on screen at once for an iPhone 3Gs(or greater) would be before the application starts showing signs of 'struggling' (say frame-rates bellow 20)
I ask because I've just made the main player model intended for iPhone and he weighs in at 2150 tri's
I mean add contrast. It will define the shapes and provide volume.
Here's another fella with a bad hair day for ya!
http://www.polycount.com/forum/showthread.php?p=1271265#post1271265
Here u goes! The mummy mesh is on my workstation but i suppose there isn't much to see in these anyway
some desktop wallpaper I made because Machinarium is awesome
MODELED, RIGGED, TEXTURED ALL IN HALF AN HOUR AAAAAAAAAAAAAAAAAAA
Dude, Machinarium is totally awesome, and that model totally rocks!
The subject is F-Zero, characters, vehicles or areas, check out the thread if you want i think it could be a fun thing to do while waiting for the next low poly challenge!
http://www.polycount.com/forum/showthread.php?t=80182
WIP:
Makes me think of Katamari.
A little fan art for Duke from the new GI Joe Renegades on the Hub. I might not get to all of them, but Snake Eyes is a must.
Do you really need to have two 256x256 textures for that level of detail?