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
Still looks bad ass at 256² did you guys already send them in?
Otherwise good luck guys!
my programmingbuddy said I could double the texturesize -->more ads
I saw most of it in several pictures and put it together... Well I guess you are right, I'll change that
Nice. You might want to post the wires / texture for us though. (this is not the sort of thread for beauty renders without explanation)
So, this is my first lowpoly model and I would like to have some critics on this model.
782 polys.
THis is pretty cool the head reminded me of this http://img.photobucket.com/albums/v85/Merskum/Keencopy2.jpg
1300 tris 512x512 texture
1600 tris, 512x512 texture
actually i use 256x256 textures when i use my models in warcraft but i used the original 512x512 for these screenshots
edit:
you're right, these are too high poly i'll only post under 800 from now on. i can also say that the faces are triangles so this should count for something. anyway i got the message loud and clear
i understand this kind of modeling is in between and i'm sure it's not as fun as the kind you guys are doing. Hope i'll improve.
sorry to disappoint you again, that's just photoshop brush. you seam to have some solid knowledge and i wish i'd be able to see some of your work.
here are the wires
also try going for really low textures. Push some pixels at 128x128. right now the texture looks like a screen capture not making the most out of 512x512, I can almost make out the NTSC bleeding
how could it be that in pages 1 to 100 of this thread there are so much nice models with a polycount of 500 tris? because the posters cared about the polycount.. this is what this threat now is missing! i am officially sad.
This is what you guys need to do: EVERY TRIANGLE IN THERE should add to the model, otherwise, get rid of it.
Some of you don't have enough edges for deformation, or extra edges that will actually make your rigging a tough time. Read the thread and the topology notes on the wiki, is all I can say.
Guncow: Think about your silhouette. What is your design? Make sure that is the tri count, not the quad count 3 loops for a joint is not necessary.
willy-wilson: cute, clean style. Glow works very nice.
paradise: wires please ;D maybe the hair could be handled better with a few alpha planes? Is the anatomy intended, if not, I have some crits I can throw your way about that too.
Paulewog: has a great look, but you really don't need all those edges - especially the gloves stick out. Fingers don't need them to deform, cheat!
If you model 3 sections, use the middle phalanx as the deformation zone and use only 2 bones. Here is 2 finger joints done with ONE bone so you can see what I mean:
The character I posted a page or so back was 352 triangles, just to give you an idea.
@kriscrash: if you can, let me know how the hands look low enough.
@drelectro: Happy?
well, there's a slight problem that it is taken too literal
500-1000 is rather little for an environment, but way much for a weapon imo, and people still post them here with that detail degree.. howeverrr.. it probably makes sense in a low poly 1st person shooter to have a higher end weapon.
oh I forgot that I wanted to post the rest of that hand I showed...
700tris
I could use some help on my cruddy texture
Guncow - If you're new, you've got the best opportunity to avoid bad habits. My advice right now is to go and make a human, as accurately as possible. Hold out on fantasy for a bit. Start a thread, gather reference, and kick ass. Give yourself, say, 500 triangles and model all the important proportions. Then do that again (no cheating by copying off of the 1st model!) to get it more ingrained. Then increase the polycount a bit, etc etc.
Paradise.Engineering - your hair is your problem, when we're talking about polycounts. The long hair looks like it eats up about half of the total polycount. Anatomywise, the most jarring thing are the spiky shoulders, followed by weird proportions. The poses are pretty stiff as well, model your blokes in a pose that feels comfortable. Get up, stand, and see what feels good. You'll likely have your arms a bit lower, and your elbows bent.
Paulewog - as mentioned, toss some polies from those gloves. The chamfer on the wrench is also unnecessary, and you need to adjust the amount of sides to the radius of the loops - this is very noticable in the hat. I also think there's a bit of a dissonance between the model and the texture. First off the resolution feels to low, either increase the texture or (preferably, since, yknow, lowpoly thread) simplify the mesh. You don't need 7 sides on the legs, 5 or 6 is enough, and I think you can toss a loop on the arms too. Round shapes (belly, head, bum, pretty much everything on this guy actually) usually benefit from being more like a geosphere than a cube.
Just saw you posted again, so here's some more: The hands could still lose that 1 narrow strip, and 1 of the loops around the fingers IMO. I'd also remove the center loop on the back, and pull the front-center one forward to round out the belly some. It might also be a good idea to uniquely unwrap the center polies so it'll be less symmetrical. Oh, and you might want to make it so your unwraps is a bit more straight, especially around the shoulders. Chamfer the frontcenter loop of the hat.
KrisCrash - you need to paint in some shadows, that's the biggest issue. I think the ankles need to be a lot thinner (tapered), and the toes need to stick out some. Right now it's more tubular than even a horse's leg. Perhaps it's a good idea to make the middle of the back a single strip, would save you polygons, and the mirroring of the texture is very noticable right now.
Here are some general tips for everyone in this thread:
Check the silhouette, at least 1.000.000 times
In lowpoly, probably the most important part is the silhouette. Similarly to normalmaps you can fake a simple indent, but you can't fake a small bump. For this reason, you should check if your bumps (noses, ears, etc) look good enough. Of course you need to check the rest of the silhouette too, check proportions and blockiness. Because of this, I often work in flat shaded viewports so I can just toggle the wireframes like so:
P.S. that's a sneak peak of something I'm working on right now. A driver/selfportrait for my Volvo. Currently about 400 triangles.
Reduce your loops
One of the most common mistakes I is when people use an incorrect amount of sides for a cylinder or sphere. Thinner parts need less polygons. A good starting point would be 6 sides for legs, 5 sides for arms.
man i should make some proper tutorials for stuff like this at some point
And I was wondering what your guys thoughts are. The UV is a quick 4 minute mock up and in no way the final product.
Also, I'm using blender and there is no reliable way that I know of to get a tri count. if anyone could show me how, it'd be appreciated. I also can't figure out how to get a solid, but at the same time wire-framed view of my stuff.
that is oozing with style i LOVE this.
@Snader, I agree with everything you've said, i think your comments will be really helpful for everyone you've mentioned, thanks on their behalf! also nice base mesh!
@Delko, Thats awesome man, i love the texture work on the wheels and glass especially! Gimme more..!
@Foran, not a bad start.. i think you can reduce the polys alot though, wire frames would help... also your wasting ALOT of texture space... maybe this will help!
All the green outlined stuff can be overlapped to share a small amount of texture space, at the moment this is eating alot of your texture space up.
The wheels are the same, so you can overlap them aswell. Everything marked with purple is wasted space and can be made more useful. By getting rid of the wasted space you can provide larger areas for your more detailed red panels which will then look less pixelated.
Also, i am a Blender user too for most of my low poly work (maya for HP stuff these days) and its a great tool, for presenting your LP models i suggest you go into user preferences>System & OpenGL and turn off Mipmaps for sharper textures. Instead of rendering you should also take a direct screen grab of your viewport with axis' and grids turned off. this will give you a flat, none oversampled view of your model and people can critique it better! The "face count" in blender is in the top right corner, to find out triangles, select your entire mesh in edit mode and press CTRL-T to triangulate it then read the face count number!
I have some more Gilbert stuff in the works... will post soon(ish)!:D
Edit: Boredom and looking through Kenneth Fejer's (Tennis on PC) website has resulted in me making this....thing...
Oh well I messed around more. I keep forgetting that these things are not supposed to be seen at high resolution
Fat ankles are staying!! They match his fat wrists. (central back edge helps my rigging sanity but I guess I can change it, I painted the stripes to look less dumb when mirrored and I can do it bettar too)
Needs more work work work.
ahoi!
finally I got something to post here, my first experience in 3D.
still have a lot of questions about UVW, and this pixel style rendering.
cant find any tutorials.
I used 3Dmax7 and Ps CS2
captain knuckles from misadventures of flapjack
Its like tank football, but you can knock each other around with guns too, im trying to control both tanks at the same time in this video and failing at it, so sorry about that ! xD
[ame]http://www.youtube.com/watch?v=JQ32INyfY0M[/ame]
Blender Game Engine ^_^ (have blender on my USB stick.. cant get onto Unity at College!)
delko, i really like your delorean!
I like to go on a forum about "driver" (a 1999 game) modding comunity. We started to talk about a "back to the futur" addon for driver.
here is the link, if you are interested making low poly cars. The modding tools are pretty easy.
for the specs see: this thread
Ill look into the driver moding, I cant program worth anything so maybe I could get it in game.
Little update; I added rear view mirrors and exhaust pipes.
Please play this in the background while viewing this image for maximum effect:
[ame]http://www.youtube.com/watch?v=aAk27BvWpsg&feature=related[/ame]
@krisChrash maybe tweak the palette a bit to make the texture pop? I did a quick photoshop using the tried and true "tint that shit purple" technique to show what I mean:
How do you guys get planes to extend out from your mesh like that? Do you just extrude an edge instead of a face and then delete the other sides?
Delko: Purple??! I LIKE it! Keeping note of that, saved. Might make the shadows blend more easily.
I loved this game. Props for you.
Thanks Ceebee
As for coding, my coder's got the day/night cycle working. Z-sorting done. Bounding box collision done. Troop combat logic is almost fleshed out.
reminds me of revenge of the titans.
agree, it's just a first steps in 3d, a lot of things to understand. thanx for your comment anyway!
here is an akai mpc 2000xl sampler cartoon model
I built this vehicle and tested it within the Nitro Viewer, but it never actually saw game play on a real track. Vehicle is an LOD1, player drivable vehicle.