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
"cyber sentai" models, low res and good to go
and duno who knows of Oban Star Racers here but heres a little simulation render of low poly low res models related to it
Der Hollander: it's probably only the rifle, the rest has a nice polygon density, if that word applies here.
richwderby: It's what's for dinner? YUM!
laperen: Ooh, Oban, yes, it did look familiar.
Snader: You did post them! But not all the versions. Here is another good one if someone is looking for low poly hand topo: 82 tris, ripped from Wow (4-5 years ago), female night elf hand. The total character is 1024 (without hair and armour of course)
300 triangles and a 128x128 texture.
Exorcist diary: The evil shadow (a title of my game)
it will be used as a menu in game
90 tris
128 poli
Oh man how did I get here, I am not good at Unity
Hey, could you guys crit this pirate dude I made a couple nights ago? (408 tris)
It's my first low-poly character ever!! How long would it take a pro do make something like this? It took me about 7 hours, sketch to final.
I think the texture on the pages of the book could definitely use a bit more loving.
Will this game be a Hidden object game by any chance? They always seem to have double names like that.
its not actually a texture thous are pages since book will be opening
tho u right maybe ill rotate the texture and mirror et that would give me 4 different pages
well its more of a horror game where u shoot monsters I'm fixing one or 2 thinks in my old game like a plot, and fully my own graphic
Can find nothing about this in the internet. Any one can help me?
p.s.
sorry for my english : )
Yeah, I've been lazy.
I tried to install max so I could make some cool tracks with the sweep tool, but it wont run for some reason.
@super dza, try disabling texture filtering
Whipped this model up around ~4 hours. His back is horribly unwrapped, it was too late to fix it...so sad.
@Lionx_Dagger: Show some wireframe, 90/128? tris is a bit too much. You could do that with at least 36 tris.
any crits, suggestions would be welcome
Av7xrocker97 - yes, but it's quite a waste to use transparency on about 10 pixels of the whole texture.
NightFlarer - why didn't you simply use cylindrical unwrapping? That way you'd have perfectly aligned pixels on most of his body.
Tronno - model looks good, though perhaps the texture is a bit too realistic in comparison. The design is bit bland as well, but I reckon you already knew. It'd be a good model for 'random_thug_003' in a game like RCR or Double Dragon.
Paulewog - this one turned out very nice, but I have some small crits. The crotch area looks like it has more geo than necessary. Seems to me the shoulder could have been unwrapped better, looks very jaggy right now. There's a couple of issues with UV isles not lining up properly (yellow thing on the cap, waistline).
438 Tris.
In looking it over now, I think I am going to narrow those shoulders some.
Here is a shot in Unity, please....no commentary on the stand in interface. actually, everything is a stand in
Cheers!
I just started another iphone gig, but i cant show any of the stuff im doing due to me signing my soul away to a NDA. So you will all have to wait!:(
Ayoub, I've been messing around with Unity for a couple of years now I think.
To be honest, I can't get my head around a lot of the advanced scripting stuff, but the Unity community is very open, and there are lots of resources available for download. That plus scouring the Unity forums when I have a question usually ends up with some results.
reminds me of the nameless goons from The Incredibles movie.
The kind you could shoot all day and not feel bad because they probably don't have families or kids or the usual work-related issues such as stress, bad colleagues, a grumpy and careless boss, coming home to a depressed wife and under-achieving children.
~2 hours 30mins
687 triangles
512x512 map
vert colours
Hope you like him
edit: thank you for your appreciation, Hatsya
Very low-poly (something for a PSP/laptop-friendly game to keep), and definitely anime-ish, modeling and texture-wise!
like is said before, its cause of pages and if i could i would show tris but i can't since all the pages are separate objects witch combining et together will make a mess, so the cover is around 36 tris each page is divided to 3 segments for better animation witch gives 6 tris per page and since i have around 16 pages now, that gives 96 tris add 36 tris cover
so i ended up with 136 tris and 148 vertex/polygons
and heres how it looks like
and yes it will stop on a cover and below will be write Press Any-Key that will make open the book and show the menu
Ha, cool. Reminds me of old Playerworlds games!
daaamn I'm really inspired to try and make a low poly environment now!
also @paradise: looks really cool I love the look of the textures, would love to see a bigger picture version though cause its a bit hard to see
Lionx_Dagger - the paper texture is very obviously repetetive. Make the paper texture bigger, and semi-randomly place the sheets on it. Offset them a bit, mirror, rotate, etc.
paradise.engineering - looks good, but a bit flat. How about painting in some more cellshading? At least between the legs and under the arms.
gilesruscoe - It's freelance work for an iPhone game, I'll probably make a thread when it's more complete.
Snader - Yep the boat is still Wip in that shot, it's already more developed now with grids on the floor, a steering wheel and masts and I'm going to make a frontend piece but I just wanted to post a screenshot:P. The reason why I make everything out of little tiles is because the levels will be puzzle based and there will be a lot of boats in all sizes and shapes so making special meshes for each boat (if that's what you mean) would be a lot more work.
The biggest problem is that you now have a sharp 45 degree angle instead of a nice curve. Even making it like this would help a ton:
and that would only cost you 2 new tiles. I'd also advide you to add some detail besides the obvious steering wheel and masts. Adding a unique figurehead to each ship can work wonders for making them distinguishable. You could add 2 tiles so you can have an captains cabin (the brown horseshoe shaped part in this image).
You're working with tiles, but the barrels and bushes feel pretty round and detailed so why not the ship?
CactusFantastico: i hope this one is better . Glad to hear you like it.
Snader: great advice! thanks.
Hatsya: thank you for your appreciation.
elementrix this looks amazing!!! Great job.
Fewes your artwork makes me cry
I really like this one giles! I've got a big love for robots, especially little ones like this guy. Great texture work! I'm gonna assume you had the uvs for most of the model stacked, as it's pretty prominent in the face (not in a bad way, still works perfectly fine!)
overall, I love the design. If it were mine however, just along the bottom of the jaw line, I would have added a bit of extra detail, either via the white-ish scratches that you have on the teeth, or with a different type of metal, some bolts, or heck, even just a bit of painted shadow, only because for me at least, the bottom of the chin kind of gets lost and blends in with the body below.
Apart from that though, LOVE the style, and considering it was just for a chill-out sesh, very well done.
Working away on a ton of iphone stuff atm, but i cant show anyone! So i wont really be posting much "serious" stuff here for a bit...