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
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just a heads up that the word 'purpose' on your website is misspelled as 'propose'
MOAR!!!
when are you people going to combine all of these for a screen shot to send to gaming websites to trick them!?
KA-BEEEEWWWWWMM!!!
\
Red Team.....ASSEMBLE!
Aaaw man...I suck
@spacey
Looks great!
I love all the equipment.
Blue Sniper 618 tris, Guns 198 tris
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Well, what can I say?
great modeling, and perfect texturing/paiting, congrats man, definitely one of the best low poly TF2 chars I've seen here!
steady: I will correct that, thx
Slaught: I really like your sniper model and texture!
[HP]: u are crazy man! :P
Spacey is our "Nemesis" we must seek for revenge! Awesome work!
...even included the smiley face on the demoman. Noice!
Didn't spend too much time on presentation. Animation SDK will be up tomorrow with bigger renders and stuff.
Could have shaved a few polys here and there, probably drop about 50-80, but gotta move on. Love the TF2 stuff!
Edit:Bah, some renders so bad, gonna redo a bit tomorrow.
The visor could be revised I think. It reads more like a block of marble I think. It would look cooler with more reflection.
- BoBo
nice work!
You and Spacey have both inspired me.
F-in yeaaah
Appreciate all the comments. Posted the final(?) SDK for skinning and animating in its own thread. (better renders and sheets too.)
PEW PEW!!! SMASH SMASH!!
Nkoste: I totally agree. I donno up from down when it comes to Max's materials, so I'm kinda shooting in the dark. (I even cheated on the visor and used a raytrace material, as it was the only way I knew how to get an environment map onto something.) I'll definitely revisit it when I have a better understanding. Thanks dood!
Need to make more space junk brb
TF2 pyro guy on virtools!
[290ko]
need shader model 2 and the web player
it's my first anim with a CS biped
looks like low poly tf2 is a go-er.
I wonder if valve are interested in picking it up? Could make a good little steam app... and run on lower spec machines!
lots of potential there!
Tumerboy> no its not a tf2 ds
I'll try to add more stuff
You couldn´t even see that it was low poly after it was animated imo.
Make him do the "mwuahahaha" taunt
Slaught > yeah
For the next version, I'll create another Topic to stop my flood here
Great stuff ComradeJ!
Nice ComradeJ. That looks much cleaner. Did you find it any easier to unwrap/texture?
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Definitely! With the old ones, I'd spend as long tweaking the UVs during texturing stage as I had during the UV stage. I also did the TF2 ones as 512^2's and scaled them down, but it's really fun to actually work at 128.
Not as happy with this one, but it's all practice:
(And he's actually bloody difficult)
ComradJ I really think your pictures would benefit from viewport rendering, the bilinear filtering on the textures dilutes the lowpoly goodness feel
I have been working with Blender for a year and texturing and modelling a character is still very hard for me. I made the G-man, too, and I want to show him to you. (I think the one of ComradeJ is much better). I know my textures aren't so good, but I will improve my skill.
a low poly HL2 is on it's way!!
ComradJ I really think your pictures would benefit from viewport rendering, the bilinear filtering on the textures dilutes the lowpoly goodness feel
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yeah i was about to say the same thing.
try to think of modeling in terms of 3 or 4 sided faces, as opposed to verticies. this will make it a lot easier to construct great meshes because the structure will be a lot more simple and organized.. modeling won't have that chaotic feeling any more. you could probably do a great deal to clean this guy up if you just connected some of those points, turning those big blank polygons into quads or triangles.
also, those textures are pretty big for the detail you've got in them. a trick to texturing is to really consider the detail of an object.. and really go in there and flesh it all out.