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
Ah I see, ok. Actually what I wanted to know is how you handled the multiplayer. Whether you developed a P2P system in house, or used an out of the box package.
I'd quite like my first game to be multiplayer, but I'm not sure if I should wait for the sequel, where I'll be in more of a position to hire people to develop some solid, lag free netcode. I'm not sure how good something like smartfox is compared to a well crafted, bespoke multiplayer package.
Even major games like SSF4 have basically unplayable lag in most UK to US connections for example.
If you don't mind me asking, what exactly did you use to develop the netcode? Did you use RTMFP for direct P2P or a base server?
btw: does anyone else have the problem of his avatar not showing?
Go to Customize --> Preferences... --> Viewports --> Configure Driver, then check the "Nearest" option inside the Texel Lookup group, and also check "None" in the MipMap Lookup group. Done!
I don't know if this is the easiest method, and it might cause glowing to nearby objects ;D
Would it be beneficial to generate a .dds with mipmaps for a small pixel-style texture? I don't know if I've tried disabling mipmap lookup, I will next time
quickish Vivian, someone I always wanted to model
So I don't really know how her hair should translate from Paper Mario to 3D and I realized I have to tuck her head way more into her hat to hide her eyes
blahblah 550 tris but not optimized
Depends a lot on the situation. If you are going to handpaint all the mipmaps (and not generating automatically like in Unity3D), then yes, because you can preserve all the sharp edges.
Ok, I've nothing better to show than this, but it will do. It's a standard human model done for a game idea I had some time ago, an S4League-like game without textures. But I never had much interest in it...
128x128 texture, ~450 tris
not bad for 2 hours work
well heres something im still working on, still a WIP, which i assume means "work-in-progress"
introducing hooodie! its for a semi free-running/parkour game me and a friend are prototyping. loving the forum so far
My 1st post in this thread and forum! (maybe not)
Well this is something im working on, a WIP, which i assume means "work-in-progress"
Introducing, Hoodie! Name aptly beacuse he wears a hoodie..jolly! Hes for a semi free-running/parkour game, unfortunately the moves are not very realistic, infact very much simplified. me and a friend are working on this. loving the forum so far
Been playing "Miner Dig Deep" a lot lately some I've been working on these guys
"High explosives are explosive materials that detonate, meaning that the explosive shock front passes through the material at a supersonic speed. High explosives detonate with explosive velocity rates ranging from 3,000 to 9,000 meters per second. They are normally employed in mining, demolition, and military applications. They can be divided into two explosives classes differentiated by sensitivity: Primary explosive and secondary explosive. The term high explosive is in contrast to the term low explosive, which explodes (deflagrates) at a slower rate."
http://en.wikipedia.org/wiki/High_explosive#High_explosives
I know your jealous of my drawing skills...
Models with their various weapons - Right, Sledge Hammer ( for door breaches, naturally) and some kind of cattleprod/shield combo
texturing time!
makes me want to redo my old crappy one that made you want to do your awesome one haha
Tiny part of a larger scene I started. Going to in an RPG, sort of like Dark Alliance. Spent about an hour on this. THe aim to to make a bunch of walls, floors and props and lego them together to make a level.
agreed, I like more the explosive being high U forgot to add some distortion to that image btw
@Matroskin: holy crap, it reminds me a lot of LSD Dream Emulator on PSX. Terrific...
Yep, after the test I decided it's time to place the inner struts on the cockpit's detail model
Part anatomy practice, part getting as much detail under 1000 triangles, part because I know you guys love cock. It's 998 triangles btw, so much is ok now, right?
....That's actually an awesome idea
i'm trying hard to improve my lowpoly skills, and after some characters i went on modelling some props and weapons for a game i'm working on.
Although for the game i have a more "cartoon" style, i couldn't resist making in my spare time a more realistic version of this rifle o love. The FN SCAR.
200 triangles and a 256x128 texture.
recently finished my medic. 495 tris, 128x128 diffuse map.
Also: first post, hurray.
Let me know what you think .
penis is only funny if its not related to art
this isn't bad at all.
My first suggestion to you is to make another layer and "clean up" the texture with pixel art techniques. At such low res, the slight noise you get in photos really ruins things (as you'll never see "chunks" of grain so large IRL) so the way you can clean this messy look up, as well as give a false impression of a sharper resolution, is by pushing colours out with pixel art. I've done this on all the planes for dicta if you've seen those, and it definitely gives you a high level of control over how edges and similar look.
Weapons made in this style can often turn out looking really amazing. Racer made a few a while back if you need some inspiration (though his are painted from scratch)
Can't wait to see more in the series, I love this style!
Anywayy, finished off this little scene, 256x256 texture for the characters, 64x64 for weps and 256x256 for the vehicle, yes i know, it has no drivers door, they will just have to climb in the back..
Edit: fixed the picture links
dude! nice human model! it will awesome if we can have it like a SDK model and try some modifications or texturing,like a challenge!
btw:did you look for some cock references?