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
@Damytria: Nice models..
@Beazel, Cheers mate. The texture is all, save the AO baked from the mesh, hand painted.
@Harry, nice work mate, Dicta Boelcke looks really interesting.
@Komalrajsingh, I can see you've taken liberties with his original design but I think the texture needs to be consistent. The details on his torso should define the other sections of the model as well. Keep it up mate.
Jedi "knight":
How many tris does that guy have?
Rennin Hidamori (of my first game: NetGameSaga)
Verts: 368
Tris: 663
Texture: 128x128
@Komalrajsingh thank you for the kind words - I would recommend adding some final polish to your Iron Man. I like the mask ^_^ I think you could add the cell shaded style to the rest of the model
some of my cell shades
Unless he's made out of candy-floss, you might want to add some weight to the body. My suggestion would be to bob the body up and down as his feet touch the floor, as see where it goes from there. Maybe rent this movie http://www.howtotrainyourdragon.com/
anyway yeah hopefully I'll be releasing a new one soon, once I get navigating the ship nice and smooth
Anyone remember what happened to that low poly "inside of a spaceship" game someone was working on? He used to post a few animations of the "chibi" style characters walking about and some other anims. That was looking good but all but vanished.
Anyway, he had a thread: http://www.polycount.com/forum/showthread.php?t=70538&highlight=squad&page=5 but seems the images don't work anymore, and the last update to his games' blog was in August last year: http://junkersgame.blogspot.com/
http://www.polycount.com/forum/showpost.php?p=1363556&postcount=5125
his looks like it's going to be turn based multiplayer, mine's more like a real-time rogue-like in space crossed with pool
a car:
a fox and a fox ninja:
C&C are very welcome!
Loving stitch too :P
http://androidarts.com/kawaiik/kawaiik.htm
Thought I'd have some fun, take a break, and do some stuff from Kawaiik (Concept-Game). I really like the author's ideas/drawings. His game re-designing ability is GOLD!
and here's some more stuff with the game designer's logo and drawings.
Sure!
The textures are pretty simple, I have no drawing skills but I have good skills with vector-based programs. I don't know if it's right to use textures that are not pixelated/painted, anyway...
It's not wrong that it's not pixelated, the thing with low poly stuff is that you often have to deal with such small texture resolution that pixelation is usually an unavoidable side effect.
There are more smart and effective ways to approach this texture, though. For this particular art style with lots of solid colors using that much texture space for plain areas is a huge waste. For polygons with solid colors just scale down the UVs into an area of that color and you're set, no need to make them big in the texture if you don't plan on painting it.
There's also no reason to make the feet so much bigger than the rest. Plan your UVs in a way that the areas that need the most detail are given the most space in the texture, and vice versa. In your model the feet are small and are not an important focus point, but still get more texture space than the head and body.
Also, what is that small white cross at the top right corner? I don't see it in the models. And I don't know if this texture is the actual size but try to stick with powers of 2 for the dimensions (64x64, 64x128, 256x256 and so on).
Anyway, all in all by taking these things into account you could get it down to what I put together below (64x128 ) and that's mantaining the exact same quality and ammount of detail. Depending on how much of the screen the character would fill you could make it even smaller.
:thumbup:
Thank you very much for the explanation! I did not know the power of 2 think, you explained very well the things, now everything is clear! For the next models I try to think that way! Thank you again!
box 22 tris, emotion card 2 tris, matching card 2 tris
Great job with the model, I think the chibi-ness was pulled off successfully, but she seems a bit chubbier than the concept, maybe make her arms and legs a bit skinnier, and use the same colors you used on the boots for the shoulder pads. The gun looks good but the barrel is not true to the RL, it should have 4 hump shaped things sticking out so the exhaust from the rocket can come out (I guess). But I guess in keeping it low poly, that is an okay thing to sacrifice.
Hope to see more!
I made a dealer character for my project... it kind of looks like... I think you know.
still wip tho !
I like it, but I think it need a little contrast and color variation on lights and shadow. I took the liberty to do a paintover to show what I mean. I know you said it's WIP and maybe you were already planning on it but here it is anyway. It's just a few curves/color balance/brightness adjustment layers on top of the texture:
Thanks.
Thank you too.
Thank you very much.
True, true.
True too.
E: A backpack full of bricks.
Something I whipped up tonight, could probably use some more texture love but no time:
based on this little dude from Castlevania for the NDS:
clockchrome , ha very fun character , well done.
steady , I think it looks nice , specially if you based it on that reference , just lovely.