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
animation/rig test
Anyway, another thing from me for my iphone game (Gilbert) one of many little statues that will be throughout the jungle:
128x128 texture
Just finished up some palm trees... although i think once you've seen one tree u've seen them all, so i shall refrain from posting :P Poor gilbert must be sore, ive been pimping him all week!
Nice stuff these last days
Hereis my humble contribution to this thread, it's a redesign of the famous Volkswagen van, colors inspired by a post here several months ago featuring an amazing low poly yellow taxi.
Buppy, I like how you use lopoly, great style !
cox, already seen it, but it's a pleasure to see it again here ^^
paradise.engineering I suggest you to remove all those hard edges by using only one smoothing group, texture shading is your friend :poly142:
Giles - I think this would be more efficient:
Has a slightly more natural silhouette at only 32 triangles, the UV map doesn't have any stretching and is still 90% used, and because there are 2 unique sides there isn't any obvious tiling. The unwrap is also dead easy, it's just mapping->unfold->walk to closest face for each side and then positioning.
Cox - the boss seems a bit heavy (1400-1500 tris?) for this thread, but the environment is absolutely fabutastic.
Anyway here's mine. To hell with alpha map. Made some new buildings. Here's the completed model with texture.
Model:
Wireframe:
Texture:
o. Cheers blud. Nice van, I'd like to see one in orange. (The best ones are orange). I'd like to see it a bit higher poly but, thats just preference.
Also now I want to make a van.
Thanks in advance
...In what program?
And I finished my car. A Volvo 440 DL, in exactly 440 triangles.
Texture completely handpixeled, too - though I just noticed the proportions of the doors are off, urgh... The undercarriage is completely made up btw, couldn't find any reference for it.
Anyway, this car shows what I means about straight unwrap. Most of the lines are completely straight on the texture, which means it looks pretty decent even at high resolution. For instance compare the front windshield (which has straightened, slightly stretched UV's) with the side windows (which are at too extreme angles to straighten).
To get flat shading, over sampling off and mipmaps turned off (the defualt way to show your LP awesomeness) check out this thread! it covers most programs:)
http://www.polycount.com/forum/showthread.php?t=51622
@Komalrajsingh: you dont need to ditch aplha! just save your texture as a .png and make sure the window areas are left transparent, then you can use a single map for both aplha and colour! also your houses are looking nice, but i feel you are wasting alot of space on flat colours still, remember, you could get the same result with a 1 pixel stretch!:)
Cheers for the tip, i will keep it in mind for future statues, however on the current statue a large area is needed for the pixel art face, which i really want to keep as high quality as possible, i might make the vines go all the way around the statue though, helps to hide the tiling a little!
Edit: didnt wanna double post, another 45min mess around, something a little more abstract this time round:
@ Snader - Yes, I am using Flat in the viewport, but if I have opacity map, i have to render my model to see the effect. And when I am rendering there are some different shadows automatically applying to my model and it's very dark. Any help? Is there any way I can see opacity maps in viewport?
Have a play of this at my blog
I get the feeling ive posted in here far too much over the last two days, oh well! finished up a scene i started about a month ago, kinda forgot about it! Looking at it now, there is alot i'd like to redo and i also wanted to render in marmoset which seems to be messing me around, so normal shadeless renders instead, but oh well the spirit of what i was going for is still there!
Spam incoming, i do apologise!;
@ Snader: Nice car, man. Can I see your UVs without the texture on it?
@ gilesruscoe:Nice scene. Reminds me of HTTYD.
If you're going to see this small, you can use a few tricks to make the windows look better and use an intersecting cube to do the bumper saving 8 triangles.
Like this:
I instantly recognized the Dutch license plate. Very nice work on the unwrap and the texture itself. I like what you did the with symmetry; there is no polygonal symmetry line on the hood which saves you two or three poly's, but the texture still works great the way you applied it.
The slight diffuse line on the inside of the mud caps is a nice detail.
I do think, for the sake of realism, the texture could use a little more highlighting, or reflection. But perhaps you were trying to keep it a little more cartoony?
I have to ask it. Is there any reason why the UV space for the wheels so small with all that blank space around it? Or were you going for that look.
Harmalarm - thanks. I've tried to get some reflections and edge highlights in, but in the end the soft shading looked much nicer. Besides, one of the refs I was using (we sold our 440 a couple of years back) actually was that matte.
And no ours never was that dirty.
I generally try to have the middle polygons not mirrored, because a relatively small amount of texture can drastically improve how not-mirrored something looks. A car isn't a very good example of that though. But you can see it a bit in the effect the grille/license plates have. On characters, having an assymetrical belt, row of buttons, a patch on one side of the chest - those things can make a huge difference.
Tweaks:
-fixed the proportion issues
-gave the windows a more consistent slope (2,2,2,2 px for the front, 2,1,2,1 for the rear)
-gave the rear window a bit more space to get square texels and add some lines
-tweaked a bunch of smaller things such as the window trimming, rear lights and bumpers
Komalrajsingh -sure: here's the UV's with a very light overlay so you can find stuff easier.
I know the roof could be done with a single pixel wide strip, but this way I can add a pinch more detail, and it leaves the option for a sunroof. Also, this was made halfway through the last tweaking round so it's not entirely accurate anymore.
btw. not the best season to visit rome ;-(
@ shaka: Nice model.
N does anyone know how to render like the maya view port? The shading information makes the model look like crap..
Rolls Royce:
and texture:
Tris: 555
http://www.gameartisans.org/forums/showthread.php?t=6442
edit: also, could you give some wires of that last car? It looks lower poly than 555, maybe I can help you spot some places to save tris. Those textures are pretty huge BTW, any reason for combining lowpoly with large textures? Is it for a Flash app?
haha, that's a cool retro van!
great stuff submitted these days
this is perfect
This is a model i've done at request on my site
1258 tri; 1 texture 512x512
Here's the wireframe:
@ paradise.engineering: nice model.
@ kiril0t: nice ..
red can be cut, green should replace them. purple can go as well, though they can be used to mirror if you think you don't have enough texture space (my advice: at ~500tris, a 256² is plenty.)
topleft is a mockup of how I'd make the headlights (the weird colors is so you can understand the shape) and they're 26 triangles a pop.
Doing this should at least give you 9 or 10 sides on the tires, I think, and possibly some detail elsewhere.
I like where this is headed. Whats it for?
low poly army man im making. need to improve it alot more
Do you think 5 hours is too much time for a model like this?:
P.S.:I tried to post on general forums, but for some reason the post doesn't appear
looking really really good i have along way to go still obviously :P
i'll still finsh it atleast haha
Zafio - 5 hours sounds fine, it's a bit faster than I am, I think. If could do with a pinch more polish (read above) but it's good enough for ingame.
It's also in this thread:
Hey guys. I just finished this up. It's my first real low poly/hand painted prop.
430 Tris
256x256 Texture
The concept i worked from can be found here http://www.warhammeronline.com/conceptart/conceptArt_2007.php in the middle of the the "July 26" group.
I didn't know what was going on with his upper lip so I put "teeth". I forgot tattoo as well.
Now I am not so distraught over showing It off, hope you guys hit that verts count cause this one is spot on the mark (& tested). Nice work guys also Zafio very nicely done!
By the way, can you post flats zafio not the wire frames the texture I got to see what you did It came out crispy! Also 5 hours is great but will be expected if you get the job. There maybe a way to get away with adding more objects but I had a hard time getting what I wanted with the limited rules, thats why I am surprised to see zafio's version so crisp.
$!nz: I'm not sure what does crisp mean exactly, but maybe it has something to do with the texture being a 512² in that shot? Here is a shot with 256²: