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
tao pai pai (dragonball)
600 tris 256x256 texture
Looks pretty nice, would be nice to see a bit more detail on the sleeves though. I notived your using real time lights, what does your model look like flat shaded? I have a feeling it might need more AO painted onto it.
more detail on the sleeves, got it.
flat preview:
edit: the skirt looks a bit messy cause it's a 2 sided plane
What texture size would you reccomend for this? Unwrapping is the most boring thing the world.
C&C Needed please!
- Crotch to low or make his legs longer
- Give him a neck
- more poly's in the hands
- can shave off a lot of poly's in the chest/stomach/back area
- Give the knees and elbows an extra loop around the back so it's better for animation
- try to make your topology flow around main shapes on the human body, instead of just doing everything with quads (legs are the best example)
Also, There is no target texture resolution for any model, you can give a 2 tris face a 2k texture and a 2000 tris model a 256x256 texture so it really depends what your aiming for.
More hand polys? But surely, I can just add in the detail with the texture?
Thanks again:)
Wireframe(Tris:1162)(tex:512)
and a NES (Tris 1094)(tex:512)
@ Jonas: Man, that is awesome..
@ gilesruscoe: nice coloring..
@ Sauron: nice animations..
Seam at the waist.
Seam at the neck.
Seam down the back of the head.
Seam where the arms spread out.
Seams at wrists and ankles.
And then just decide where on the body, legs, and arms you want the splits to be, and seam them up.
Press U and autounwrap.
Then you just need to decide on the UV layout if you don't like what Blender came up with. But it's all quick and painless.
@Komalrajsingh: i like your hot rod mesh! but the texture should be lower rez or with much more detail. and oh: thats definitely no NES its a Sega Genesis (or Megadrive in europe).
Helmet: 156 tris 256x256
Shoulders: 296 tris 256x256
chest: 180 tris 256x256
great job man , :thumbup: .. is that still wip or is finished ?
Just started getting into 3D, so some C&C would be appreciated.
Total count is 166 poly's Threw the texture together in Bodypaint and.. yeah. 64x64 texture. I was thinking maybe going to 128x128 but I dunno, I kinda like the lack of detail he has. Almost like I could print him out and make a papercraft of him.
@ DayDreamOz: damn got it the wrong way around.. >.<
noo waay! NES = Nintendo Entertainment System. I haven't seen one like yours and the controllers look exactly like Sega Genesis controllers. i demand a photo proof ...or are you just trying to troll me
Glad you like it, it's finished and published on my website
what do you think about her?
she's 900 tris so not really lowpoly anymore but i needed extra vertices for the bones. 256x256 text
Both cars also seem to have uncomfortably low suspension for a rallyecar, have their windshieldwipers the wrong way around and I don't see any tail lights curving around the back on the reference pics.
So I was working on this concept(still kinda unfinished) a while back and decided to model it for fun.
Here is what I have for the model.
The gun is 458 tris and the girl is 440 tris. When I get around to it I'll work on texturing and rigging it.
[IMG][/img] Uploaded with ImageShack.us
My litle contribution.
Denicon: i would make the head a bit smoother
gilesruscoe: that barrel is great
Probably paint it some textures if i get time xD was just to test a concept.
looks great! cant wait to see it fully textured and maybe mapped
do you intend for it to be able to be cel shaded?
You could reduce tris here if you wanted, also maybe make It a floating object? I echo awaiting the texturing.
seems you have to click the attachment...
@Shadownami92: cool char! ..but why do you make the hair at the back of the head so spiky? i think it would look cooler with planes like in your concept.
that looks incredible!! great job!
my latest project is a new track for the game carmageddon, completely free time spening and non commercial work. I has a lot of low poly work, due to the limitations of the old game Topic over here; http://devwam.toshiba-3.com/viewtopic.php?id=475
Colors are almost C1-palette-ready *hint* *hint*
Level geometry by DEElekgolo, textures and car by me.
Those trees have already been redone.
Keep going get all this in unity sell!:thumbup::poly142:
that looks awesome!
need to make more assets, but i cant wait to get back to painting this, any crits or thoughts always appreciated
or maybe it's meant to be...a..zombie? It does suffer from a lot of green on his arms/pants/shirt as well. Maybe break up the green somehow - different clr shirt?
Decided to finish up my barrel of death.