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
not reallly. A friend and I made a graphicsdemo for the iPhone using normalmapping and it worked nice.
I love Initial D, and it was JUST going to be racing on Japanese mountains passes, classic Hachi Roku Vs FC races etc.
Then I decided to give it some variety and my love for Ridge Racer took over in the first track, and ended up doing 3 tracks in 1 RR style, like beach, overpasses and mountains.
Drayton, it'll actually be free to play online, and as soon as the Flash version ships I'll be releasing an AIR version on Android
I'm not sure what the best tactic is for the Android store, possibly releasing a free demo and then charging a dollar for the full game?
Here's a shot of the 3rd track by the way.
Agreed. Mobile platforms are evolving, and this thread should too. I can't show most of my latest work here because i passed the 1000 tris limit. Now i'm working on a racing game that runs on iphone 3Gs, iphone 4, android and even the slow ipad. And moost of the car models are around 900 to 1200 tris.
Read first page of this thread, no normal mapped stuff. This isn't because it doesn't run on mobile devices, its to keep this thread apart from WAYWO. A 100 triangle floor plane could be next gen or mobile only textures tell them apart, but by restricting this thread it keeps every more... "old school" for people to enjoy. Atleast thats how i see things.
@ Rumble, the scenery looks great, good night time city mood. Car looks massive though, i assume its flying through the air in that screen? or is it some kind of giant car level ?
Caveman for New Iphone game im working on, will be showing more assets for this soon (the first stage and some more beasties).
Slightly WIP still (arms mainly) 392 tri's 256x256
I'm gonna have a slight hardtime modeling my character's anime hair now. And later will do a mitten-hand, for a low-poly anime-themed interactive soap opera.
not the point, although its abit far away, the 1st post clearly stated "nothing but diffuse map"
Not really far away.. PSP Vita I believe supports normal maps and I aint too sure but I think is has limited parallax mapping.
EDIT: Oops I now see you were referencing the front page not the generation of handheld. Sorry!
I read from official unreal documentation that Infinity Blade chars were 8k polys (said polys not triangles) crazy stuff. I did a little project at Uni based on normal maps for the iPhone before the Vita was announced. I kept the characters to a 1,000 triangle limit with 256 x 256 dif,norm,spec.
Anyway old school is awesome and I personally love it. I agree that it shouldn't be part of this thread and rules are rules. There will be probably be a new thread made for handheld with normal maps. Flash is integrating 3D so that will be awesome.
Anywho.
@giles Looks cool, nice and stylised. I suggest trying a sharpened version of the texture see what that looks like. Legs make him look a bit tripoddy at the moment doesn't look like he is able to walk.
You could try making each hair spike a polygon strip of the final shape of the hair, somewhat like this. Be sure to check out the hair techique section of the Polycount Wiki.
OK, I wanted to say something before but I was waiting for someone with more industry experience to chime in cause I haven't got much industry time, but no one came so I'll say it anyway, just make sure to take everything I say here with a grain of salt. If I'm wrong, someone please correct as I'd love to learn more about this as well.
If I'm not wrong, that poly budget will account for everything that's on camera. If an object is not seen at all, I don't think it counts, but if it IS shown, all polys count, even occluded faces.
As for the other question, I think it's a lot better to keep them under the same texture. Try to make it one material as well. Each different material is a new draw call (in this case I don't think it matters cause even while sharing textures and materials each car would be a different game object and a new draw call anyway) and different textures require more texture fetches by the GPU.
This model is intended for Carmageddon 1 (I'll have to add a driver when I'll put it ingame). The challenge was to use a single 128*64 texture. The polycount is rather high for two reasons: to compensate the use of a single low size texture and also because C1 can be played at higher resolutions nowadays and I didn't want the model to look like paper. I'm not sure the final result is top notch considering the challenge but it was a good exercise for me
Inspired by this btw.
nice model :]
Playing around with my doods silly caveman run:
Edit, die animation:
http://www.polycount.com/forum/showpost.php?p=1372054&postcount=5592
Until I saw the drill, and glowing lights in spite of cartoonish texturing.
he's about 200 triangles
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yea over 8000. ill work on my uv's thanks.
i have a sub surf modifier on it.
oops. thanks
a crazy prof
fun character though
btw giles, love your short caveman
why that? haven't you seen those sweet unreal 3 or unity mobile/iOS/Android games with normal maps?!
This has already been discussed, i am talking about this thread and its rules, not the current tech available to mobile devices.
I know that this has been discussed, and I still differ a bit about the perspective. my point is this thread evolves with technology, even though slower than the actual available tech does.
I am well aware about the rules, specifically
BUT, I think the fact that the rules also state the "lead" target plattforms
should also provide the necessary playground to be able to use what the technology offers. Don't get me wrong, I am still a die-hard pixelartist that values his 8bit colour palette, but if there are restrictions imposed that just don't make any sense (other than keeping the stuff posted within a certain art style), it has either to be mentioned in the title more than it is now, or being outsourced into a more specific thread than this general outlet...
just my two cents. but that's it for now, rules are rules, so yes he technically shouldn't have posted, although if he'd been semantically correct and just used bump maps as claimed, not normal maps like he did, he'd be fine, because there is no word about it in the rules
but now let the show continue and post some serious shit people! :poly142::)
Keep up the choice work guys.
@hatsya @gilesruscoe i added some more loops and i guess it can move now,i even made some tests but my skinning skills are still kinda poor
i also made a simple texture since my focus was make my first lowpoly char i didn't spend too much time on it, but now i have a scene in mind to put him in, its 204 triangles now but i've got the feeling that i could have put much more detail with that polygon count.
Images Removed! CRAP NDA!
Who Likes Watermelon?!?!?
(Ick .. I ... I hate watermelon ..)
Images Removed! CRAP NDA!
Inspirations:
damn, thats one awesome watermelon
and sorry Hawken if my original post was TOO image heavy
My 382-vert low-poly anime character in the works, being challenged by a 128x128 texture size, since I plan to make it a PSP/Laptop-friendly character for a game
Edit:
Also finished up another one of the characters for it, yes... dragons do wear mascara...:
@Harry Love the use of alphas and the effective use of UV space. Is the tachometer going to have a dial texture on it?
@Giles Solid dragon man! The bird nest looks a bit out of style to the rest though.