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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something new from today, total texture size 256x256(not including toxic water):
could look better with some proper vertex treatment but it's a bit late now, will continue tomorrow =P
Keep it up!
scale
tricounts from left to right, 117, 122, 118, 158. Lods i doubt, but maybe very simplistic ones. I thought the same about the solar panels but idk, using more texture space would suck. They're all on 128x128 atm.
Currently working on a launch vehicle
474 tri :x
edit for gilesruscoe: it's rough!
And very cool Vrav=D
Took roughly about 2 hours, i'd like to spend more time on it but i just dont have the enough of it free:/
Its made out of a few different things, everything is on one 512x512 map with tons of space left on it...
The pieces:
I think I'll try to get my unit into Unity and build him an environment...
(first 90 seconds only really relevant, and it's tiny 'cause hey... rts perspective!)
[ame]http://www.youtube.com/watch?v=-gP2eOaQbDI[/ame]
gilesrusco: funny you should mention that - I actually still do all my modeling in Silo... but have been pondering the switch more and more as time goes by. I do find Blender quite comfortable for rigging and animation. (:
Working on a character for a hack 'n' slash browser game (Unity), blocked everything in, need to make a few different armor sets and weapons yet (waiting on concepts). Still some stuff to clean up with the mesh, just wanted to get the outline sorted!
910 tri's for character + armor
250 tri's for weapon
Usually idles just tend to be simple breathing animations paired with maybe the character looking over his shoulder or scratching his back every now and then.
I'd try to start a lot simpler than this, just make him heave his chest and shoulders accordingly to make him breath, and then add more stuff to your liking
@kaptainkernals dancing! that's something to think about :-)
part of me enjoys the sketchy feel to it, another part longs for a super crisp low rez texture version
oh I love that dropship :-)
lovely texture jonas, makes me want to play homeworld
Amazing, man... Looks like it has thousands of polys going on. O_O
Is it entirely hand-painted or u used baking for all those seams and other tech details?
Holy shit. Now that's some true efficiency :poly142:
As for my latest character endevour, we decided that our game can handle more then we anticipated, so i wacked a ton more detail onto him, sadly he doesn't fit into this thread anymore! will probably start something new on the side to meet my lowpoly cravings
I saw that image and then saw the comments and thought "ok, am I missing something? I see a concept painting and I see a wireframe... what gives?" and then I looked again and realized that the 'concept painting' is actually the textured model and my brain asploded. Right-click -> Saved.
any thoughts or pointer on this mesh would be really helpfull. Thanks!
Simplify the knees and shoulders to make the hands more detailed.
Part of a wooden armor set im working on for a browser game, will have some more to show soon:
200 tris
Here are sprites for my project