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
nice "bitmap brothers" feeling going on with this model. More please!
Cages omitted since there's hardly anything to see there.
Amazing!
Indeed but can they move . Great work is being had here by all!
@KrisCrash, i totally agree, i will do a pass over with a softbrush to add some shape definition, probably just be lazy and polypaint it on :P And im glad you liked it! keep up the good work
Not sure if you're really worried about size but I feel like you could probably make the texture smaller than 128x128 and retain all of the detail. Could you post the texture?
I have found myself altering things on the UV a LOT while in the process of painting the texture. Suddenly you have the pixels to align stuff to.
Also, when the antialias is off you can generally smack 2 UV elements right up next to each other and have no bleeding.
Also I don't know about "soft brushing" some definition in, I might even say make a layer and put some real dark, sharp shadows there. Then adjust the opacity.
edited to not inflate thread with pointless extra posts:
if you solve the stuff at the bottom right, it'll be within half the size of the original. If there's something not making sense, just ask.
thanks again
Change the resampling to Nearest Neighbor and scale the image by a power of two to avoid that when scaling up pixel art.
Edit: done the AO map, it does add some depth which is nice (had a few issues with edge bleeding at first) thanks for the advice, won't update image as im sure people are sick to death of seeing different versions of Gilbert spread across the last two pages now xD
We were going to go with a more "World of warcraft" style boar, smaller head and small hind legs, we decided to remove some of the curving of the back to make the bags look a bit more stable, however i do agree the head could be moved down, will probably just be able to fix this with the rig. cheers for the input!
http://www.indiedb.com/games/gilbert
It's not against any rules, it's just that people probably get confused since there's no wyawo thread for pixelart, but I'd pick this one, since it's low-end
There's heaps more in my port of folio. It has links to even more pixel art. *end of shameless plug*
Brilliant!
edit: rest of your stuff is mindblowing
heres my first pixel fun
This is the basic foundation of a track I'm working on. Obviously there's going to be far more stuff, not just road and mountains.
i just found this topic (yes, I've lived in a underground shelter for the last 5 years) and cant help but bow to your amazing talent and experience people! just.. wow.
I've gone through 30 pages of the topic ans have learned so much already!
Inspired by the topic i gave it a shot, at first i was intimidated and reluctant to post my thing... but what the heck.
This is one of my son's lego racers, and the rest of the story is in the pic
the whole process took me a couple of days, working for about an hour a day.
Thanks for looking
I already had a look at your blog, but your portfolio is just as great. I really dig the web design you did there. Thanks to you I am now drawn toward pixelart
what you did on lowpoly 3d is really great too, you should make some more for this thread
@iLKke: I like your models because of their simplicity(at least the few you posted here Your style is similar with MadPXL (just add .com to his name in the adresbar)
@Harmalarm: Working on a few!
@bASEL: That is an interesting thing to say, since from what I've seen, MadPXL is doing his best to emulate Kenneth Fejer ("tennis" here on polycount).
Excuse the crummy CS5 resize with sharpen.
Still sort of WIP, I'm planning on adding a standalone driver. That's why I kept a bit of unused texture in the middle. Mesh omitted cause there's really nothing to see there.
@iLKke; great stuff these super low texture sizes. nice choice of highlighted and darkened colors :thumbup:
It's really awesome, congratulations! The result is impressive. :O
Gilbert! is going well, with the addition of Michael to the team (MightyPea here at Polycount) we are going to redo alot of the vegitation textures to add alot more contrast in colour to the game and add more style. Most of the animal base meshes are done now, so soon those will be getting textured and animated too!
Anyway, here are the animations for Gilbert so far, sorry if they are a little choppy, i recorded the video from blender game engine and it recorded in rather low FPS.
[ame]http://www.youtube.com/watch?v=YjGepJ4fPPY[/ame]
Shamless plug:
Please visit http://www.indiedb.com/games/gilbert to view more about the game!:)
Unfortunately the game has been shut down after about a year of running but hey it was fun.
rumblesushi - The company was called Vector Entertainment. we were owned/funded by a venture company and they decided to pull out. Running costs weren't terrible, but it just wasn't making money as fast as they would have hoped. "10-12yrs" is a tough market to try and tackle for an online browser game. Our engine was built in house. UI for the game was all flash. (i think thats what you were asking?)
you can take a look at the game blog if you want... http://community.vectorcityracers.com/ . not sure how long it will remain live though.