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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Goku Jr: 900 tris
haha yeah i agree, not enough contrast, it need more of that light and dark because it looks pretty flat. i'm sure you fix it up to look awesome though haha
Very long time without any post from me in this awesome thread...
So here is a new one, hope you will like it! (the texture will be on my website)
How did you outline him? Normal mapped texture or render setting perhaps?
Rorkimaru: could be the clone the mesh & flip faces trick? either way this is very nice and he should make more.
Yes, it's a flat texture with a toon renderer and 3 lamps to make the wanted effect.
This thread is one of my biggest sources of inspiration - such appealing work with the limitations. thanks all
Almost reminds me of:
http://www.toontracker.com/familydog/familydog1.jpg but with color.
Thanks, I think family dog forever skewed the way I look at them, haha. Definitely an inspiration.
I was to lazyyy to update the Uv of the small robot so I moved on , but I did updated the texture. Still need to do lots of things. What I am trying now is to fix the right colors so the whole scene would look nice to the eye's.
Edit, this is not a level so far , I just placed the things that I made in randomness
Sahil: try paintnig some extra details into your textures, at the moment it looks like your using photographs? you could get alot more detail into the same size texture map if you hand paint textures.
Christmime: Awesome dog, no crits
150 polys each one
256x256 texture for the barrils and grass.
Here is some uni work from a Handheld module. First one is Frankenstein's Monster and second is The Flash. For Frank I think the legs could probably have some more definition added from the side and some overall diffuse contrast.
Spin-around of The Flash - http://s1.postimage.org/5irl4kyod/Flash_Spin.gif
Chucked Rick into Unity a few days ago
First post with any content so be gentle. Texture size is 256x256.
Also higher contrast as said before and a few random decals to break up the scene. Variety is the spice of life after all
Game should be out soon...Hopefully.
Clean those wrist seams!
/e Scope is on a 64*32, not sure how large the rifle should be. Thinking 128*64, 128 squared might be a bit too big.
Nice texture, what is the size? 512x512 or 256x256 for the head and another one for the body? (I know that iOs specs have a lot of memories!)
128x64 sounds like a good goal! Looking keen so far.
Everyone, thanks for the nice comments on the dog I'll probably be making a few more pets to go along with him soon.
Gras has a Texture of 64²
CnC welcome
Hey madPXL, it's one 256x256 map with a lot of mirroring. I would love to post the map but I was forbidden
http://behance.vo.llnwd.net/profiles3/95754/projects/188473/957541235549760.jpg
Bit of a luxury having more than more than 250 tris and 64*64 texture at 16 colours to play with.
I think you need to work on the shagginess of your guy.
This is very nice but I'm not sure exactly what you're going for with your bark texture?
Gorgeous! Very retro meets modern. I'm not in love with the grass texture though. It's showing up the grid pretty clearly and is a little grainy when compared with the other objects. Great look over all though!
Wow, I'm surprised you're getting decent results with only a 30fps physics rate.
To get my car behaviour and collisions to feel solid, snappy and responsive I am actually using a 100hz update rate, so a 0.01 fixed time step.
My soft body physics are super quick so it's no problem. When I use solid body dynamics, I'll probably turn it down to 60fps.
By the way I wouldn't be surprised if your profiler is being inaccurate. Unless you have a mammoth amount of physics with minimal polys, the rendering should really be using more juice than the physics.
Interesting technique with the raycasting to determine if in shadows or not, so simple and effective.
With rotating the car, obviously there's going to be some Matrix multiplication going on and possibly Quaternion too, but moving along a vector should be practically free. It should be the rotating that uses any juice, and even then it shouldn't be a huge amount unless you have a huge amount of objects.
My game is going to be free to play by the way, probably with extra cars/tracks to buy
By the way, awesome little dude Visionary
Every time you post I'm inspired, so small yet so beautiful :thumbup: