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
@Racer445: I admire your beautiful model and tex.
Clockchrome, your model looks much better now, the horn has a much nicer silhouette now, keep it up.
Racer445, that saw is brilliant nice work on the texture. From the image, I feel like there a couple of edge loops on the handle that don't add much to the silhouette, for instance the two at the top could become one. But again that is from the perspective of the images.
So I've set myself a challenge- 500 tris, 256 colour. He's a luchador, in case you hadn't realised . After a few more passes on his colour map I'll move onto his trusty steed.
EPIC! Love it.
Vegas: very cool.
managed to get a bit of time for some lowpoly stuffthis weekend, so i decided to do a quick boat.
Wanted to add more details, but ran out of texture space.
If you made a game with nothing but your art like this I am sure it would sell very well.
This is my 8th or 9th revision to my first model ever. This version is also in the rocks because the model looks really ugly even for low poly standards, and the character's design still looks shittacular, according to some erudites of character design. I'm trying to retool it from scratch for a 10th revision so that her design elements and anatomical fluff flows a bit better. Go go Gadget Duke Nukem Forever syndrome.
Yes, her feet are covered in grass and makes grass grow with each step. I play Okami a lot. I will post a human next time in case people are offended by this.
kitetsu - interesting :O
Tiki Statue for an Iphone title.
Shoots arrows!
Now back to Sub-D modellin... lol
beancube , just love it ! love the colours and style.
I am working on a spider thing, something really wrong with it right now.
I also made some icons and plants for the project.
@kitetsu, very cool design!
Somehow reminds me of Yattacan.
@Kitetsu: it's kinda weird... I like her very much, but would just improve the animation a bit.
Sigh, it's a lot of time I don't model something serious, I got two paid works this month (a website and a small journal) and both are killing my modeling/iOS development time...
Good point! haha - totally skipped my mind lol
Ill see how it goes with mirroring and mipping on the iphone!
Im sure it will be sweet, then ill be able to get different colored wood faces.
Cheers.
kitetsu, that is an interesting model. You obviously have some cool ideas in your headspace. Keep it up mate, get them out of there, it all takes time.
Tennis, I second what Maph asked! I would love to see a timelapse for that awesome boat.
Oh yeah, you mean, keeping the same texture size and using the extra space to make variations? Awesome, didn't even think of that, my mindset it usually to trim things down to a bare minimum (which ironically I fail to apply to my own models). :poly136:
You also have vertex painting going on there on the bottom of the top head?
Crits would be greatly accepted
Defaultsound: it's very cool! want to see a colored version keep it up!
Beancube: i like your voodoo statue it reminds me crash bandicoot!
now a model from me.
byeee
This boat is very impressive!
Amazing texture work.
With her name on the chainsaw blade though
I saw this earlier in this thread and decided to try to make something similar to this:
And this is what I ended up with:
I know it sucks, that's why I'd really appreciate C&C. Also, can anyone tell me how to find the triangle count in Blender? Thanks!
Here's a Blender tip for low poly, something I just found out.
So in the top right hand corner you have the vertices and face count (Basically triangles). When in object mode the count will count for every object in the scene. So if you want to find just one object's count go into edit mode for that object, and it will show in the top right hand corner.
As for lowpoly if you turn that Mipmaps off it will turn AA off in the viewport, making texturing a lot easier for updating. Beware unless you save the Mipmaps off as system defaults you will have to turn it off each time you open up your file. But that's not a big problem, just something to remember.
Even without antialias you get a bit of blur because of filtersize.
If you try to render without antialias sometimes you get the inside part a bit blurred, if you turn filtersize to minimum (0.10), then you get no mipmapping and no antialias and a really crisp result.
Defaultsound: Try to compare the render window facecount and the one on the interface, they are different because blender triangulates at render time I think.
Or just take a print screen of the viewport ^_^
First thing that pops out at me is the shoulders on your version are a LOT smaller than the style you're copying.
Second thing is where the legs attach. On yours, it's a perfectly horizontal line, while on the others it's a V- shape.
Third is the arms are VERY long, and VERY skinny.
Fourth is the head isn't, well, head-shaped.
Thanks for clearing that up. I thought faces was equivalent to polygons. But if faces means tris then I guess this person has 114 tris.
Thanks to you (and others) for the general Blender tips as well. :thumbup:
Thanks for the crits. I gave the crotch/hips a V shape, attempted to resize the shoulders, tried to make the arms shorter and bulkier, and make the head more head-shaped. I also made the legs a little shorter and bulkier, as well.
Here's an update:
More C&C would be much appreciated. Especially regarding how the mesh looks for rigging purposes. (Note that for some reason the side view didn't show the second loop at the backside of the knee for some reason, but it is visible on the inner side of the leg from the perspective shot.)
Old mesh included for comparison:
It is square, but yes I did leave the side blank
Again I didn't have optimization in mind and I have only now realized that squaring off my UVs is the best method of doing things.
I'm probably just gonna finish the chainsaw as a practice and then I am thinking of doing a LowPoly scene that will consist of one 64x64 that contains the textures for the entire scene. In that scene I will properly aim for best UV space utilization and optimization.