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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if you are going to copy a style, copy it fully, and then adapt from there
playing around without direction isnt going to get you anywhere
as an excercise, picture the shape you want and draw it out 1st, maybe even draw in the wire frame as an extra step, THEN do you dive into making it in 3D
Here it is:
As you can see poor UV space usage and unwrapping, but still I think the results are good enough for a practice. I'm calling it done at least. Feel free to crit where you think I could have improved.
I'm off to enjoy E3 now, have fun
this boat is incredible
the only flaw i think is the grill on the right side (if the blade was facing me)
since every other part of the model has some pre-made shadows, seems alittle out of place
what about more curved shapes? can be squared too?
I'd say making it square unless the distortion is too extreme. It's specially useful for low poly stuff where texture resolution is limited and you need more precision. On an irregular poly where you'd need a diagonal line, by squaring the UVs and making the lines straight on the texture they'll follow the shape of the model better, while if you matched the UV proportions you'd need to make the line diagonal on the texture, which due to low resolution, would result in poor aliasing and would look really bad. For example, look at Tennis's boat from a few pages ago. Faces are all irregular but have been squared, which allows for pixel-artish texture painting that adapts to the model's shape. Had he mapped without squaring he'd waste UV space and would have to distort the texture to compensate for the shape.
Circular shapes some times I try to keep a straight seam and conserve the circular part, for example a lowpoly cilinder with both taps seamed and a seam at the vertical unwraps in an almost straight shape. Or a circle divided in half. but there are shapes which when squared loose a bit of the "curved" part.
[ame]http://www.youtube.com/watch?v=vxaWatnxR9Q[/ame]
And this was my second, Hit Girl from Kick-Ass:
For the next ones, I'd do a better unwrap and try and keep more edges straight but I learnt this a bit too late in this case! Hope you like :thumbup:
Good work on the app!
Also, need a beta tester?
ignore the hate.
the game looks very polished, runs smooth and is well executed.... but: from what i've seen it lacks a little bit gameplay variation. it looks much like canabalt taken to 3d with some extra controls .. its impressive for short but i suspect it gets boring pretty fast.
is this your final release or are you still in development process? you should invite some beta testers (i would pm you my udid
A few recommendations:
`Don't keep using the same jump and landing noise, it's gets annoying after a while.
`When he lands, try to make it look a little more natural
`When he lands from a longer jump, have him roll to keep his inertia
`When he starts a long jump or high speed jump, change it to look more dramatic
`Maybe power ups? Double speed, Temp bridges, auto pilot for 5 seconds etc etc etc
I think the idea of attacking is kinda hard to implement due to the nature of the game. I'm not a coder, so I can't tell whether the above can be introduced. Just offering my two cents.
Looks amazing though mate. It coming to the Aus app store? How much it going for? Please dont make a trial with a million ads on it. Make a trail that is a designed trial level. then have the game be better and offer a cool story or something.
Rambling, I know. Kinda my first time stoned atm and i just feel like typing.
@ Gil: Bro, you need to put out some tutorials on how to use Photoshop, mate. I grew up with flash in high school, and it was Macromedia then so I had no need to learn Photoshop.
So a bit of insight. I just do the art. I dont code. The games in its final stages of iterations and were hoping to release by the end of the month. Were going to add a bit of a story element to it where in you collect journal entries and scepter pieces in order to break the curse of being forced to run endlessly. So there is an attainable "end", However TempleRun is all procedural and there are 3 level variations, wooden-planks/temple/cliff-tops.
It does get a bit repetitive and it is just a 3d cannabalt but we hope to bring a bit of something new to the table with the 3d.
Its all gesture controls and were going to be adding in an early jump-roll if you swipe down while in mid air. Were also going to be adding some More power ups, one of which will be a limited invincibility that makes you incorporeal and you'll turn into a ghost and you can walk on air and go trough obstacles without dying.
As far as beta testers go, I think the list is reseting currently so I would really like to add a few peeps off of here that will give more art-centric feedback. But i gotta talk to the boss :P. If you're interested please pm me your emails and i'll do a blast once the time comes.
Ill also make sure to drop some promo codes on here when the time comes.
Cheers!
F___ it, I'll post it up. A friend of mine is encouraging me to post art more. Here's my first step into the foray.
Images Removed! CRAP NDA!
sorry for the image spam
And OHNOES! You're right! It does look like the poopinmymouth face - Nuuuuuuu! I can assure you it is purely coincidence
It's really helpful for hiding seams >.>
I think something I could use some advice on, in Private tells or if we're not spamming the thread, is on color use.
I'm kind of just use Analogous color schemes, and I have a feeling my work would pop out more if I used better color choices.
128x128
254 tri's
First real attempt at 3D modelling
Here's a shot of the second track, I'll upload a couple of cars tomorrow.
I'm pretty pleased that without the music the game is under 5 megs total
@rumble thats looking sweet man, GL with your sponsors
I'm checking the new rolling demo right now, looks super! Very Initial-D-ish.
Will it also be playable via Flash Player on PC/Mac?
the very first thing that came to mind when i saw that screenshot was sega's awesome initial d arcade series. the game looks nice, rumblesushi!
[ame]http://www.youtube.com/watch?v=y0IUq3TfsRw[/ame]
Just look for unnecessary edges which cut planar polygons into extra triangles.
It is handy to have them during modeling, but after you're finished with the overall shape and details, you must clean up(optimize) your mesh.
Also, you've made some really small creases with geometry. Texture will play there well enough, and it will be easier to unwrap/texture optimized model.
It looks extremely polished.
I'm new here,
I have looked all of this 200 pages...
You ARE TOTALLY IMPRESSIVE!
I'm learning some thing about Luxology Modo,
But I'm curious, what kind of software did you guys use in this low poly models?
Thanks
This is my first time here,
You guys ARE TOTALLY IMPRESSIVE!
I did see all of this 200 pages, and you have more and more excelent models!
I'm leaning Luxology Modo,
What kind of 3d software did you guys used?
Thanks!