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
Radish/Beet/Turnip ..th..thing
I stayed pretty true to the concept I received.
Images Removed! CRAP NDA!
Is there a line of code I can add to scale these images down? I feel like I'm flooding this thread with monster images
Spanish Ship made for Lowpoly Workshop Contest
its still wip but i'm proud of it.
700 tris
256x256 texture
@Damytria Love your style!
@Willy Looks wicked. Is it a steady hand game?
Here's something I did this morning. See if you can guess the band and song/music video the character is from .
I'm gonna say this one
my first low poly stuff
514 polys, 512*512 tex
Beazel , Glad to hear you like it , as for the sphere I think you are totally right about it , I used indeed a 8 segment ball , And its to much will sure cut it down.
But I just love your milk box its so cute.
Belias , haha very cool character , love the look on his face
Finished the frog king. all comments are welcome.
That said, I want to do my bit in this game-artist community, with a few screenshots of the prototype model of my first game project, which I am completely dedicated to it.
I accept any comments, advice and / or assistance.
I hope you like! Sorry for my terrible English level, I'm using google translator.
Without further delay, I put the images!
thanks
Robo-Elder Thing - 860 tris
Yuggoth Tank - 1738 tris
Yuggoth shotgun - 646 tris
Thanks! I always try to find a good equlibrio of plogonos, but always to
below. I'm all a-fanatic lowpoly.
Well, yes, my project is inspired by Lovecraft mitolologia
Anyway, something from me...
64x64 texture each, ~ 500 tris each
Robots:
128 x 128 texture, 16 Kb
Those look really sweet. All you need is an orange bot and you'll have a pretty sweet take on Pacman.
Joking aside though I like that little touch of the grill on the red bot. I'm looking for a word to call that effect, because you did it with the collar on pinky, and the hip flanges on blue. It's a sweet little touch and adds a lot of character.
Each of them has great form, and their own unique look. I'm a big fan of the Yellow/Bruiser Bot ;-)
Keep up the great work!
Eyys! gilesruscoe, thank you very much for the tip! I'll have a lot from now!
One question, do you think these models would be very difficult to texture? I would like to make a style similar to what Tom Tallian textures or Kenneth Fejer, with maps of 128x128, or 256x256 maximum very pixelated. Although now I have to learn to deploy the UV maps with Blender or Maya
By the way, your robot models are great! I could give some advice to consider for texturing?
To not clutter this thread with questions about my contributions, I leave here a link to my specific Threadhttp://www.polycount.com/forum/showthread.php?t=86426
Carle, the most important thing to consider when using low maps (32, 64 or 128's) is to keep everything in your UV unwrap as square as possible. This way you can make use of the way pixels align horizontally and vertically, resulting in smooth lines (a diagonal line needs more then ten times the amount of pixels of a vertical line to be nearly as smooth).
Also, make use of pixel stretching, this means you can texture an entire length of faces with only a 1px wide strip of pixels.
Kenneth Fejer's (Tennis) models are a perfect example of what most people try to achieve with pixel art textures. His models however are normally pretty low (i think he most recent boat was around the 250 mark), so your 1.7k triangle tank is way over budget for that kind of style. If the model has a limited texture budget of 64x64 pixels, its doubtful that it's going to have that many polys.
Belias, With such a lowress character of that shape, i dont think an openable mouth is vitally important, it could just be textured on. You have alot of edge loops around the head which dont contribute much to the shape of model and are merely supporting the mouth. Also, at the moment your character cant be animated, atleast, not very well. You need to add an extra edge loop to each of the joints to enable them to bend properly, merge the new verts into a single loop behind the knee also, so it looks like this in side view >--
I know thats not very clear, but if you check the polycount wiki for limb topology there are some great examples there.
Hey Oleg, nice progress on your low poly stuff. One thing I noticed about the back of this guy's robe is that the folds kind of come to a point where the texture is mirrored. i would take a couple minutes to round the folds out around the seam, it makes the mirroring less noticeable. I made a quick sloppy paintover to show what I'm talking about.
I think the folds may be a little much as well, giving the eye a place to rest where there would be naturally less folds where the cloth is less pinched might help. Keep up the good work. :thumbup:
The texture work I love! Although perhaps the topology of the body, had
below cylinder made of a 8 or 7 faces, and legs and arms with 6-sided or 4-sided cylinder as
separate pieces
upper wire with >-- , the bottom one has no one.
he is for a game that he eats apples like a crazy man!!!
thanks all, any more crits?
http://www.boffswana.com/news/?p=1255#more-1255
In fact, following the advice of gilesruscoe I leave here, the previous modeling
tank, with corrections and advice they gave me.
Now the tank has a tris of 832 Polycount! the previous one was 1.7k tris!
Yuggoth Tank - 832 tris (correction)
This morning I wanted to do some organic modeling in low-poly, to show
Polycount forum.
Initially, only pretended to make a human body, but after I had the enlightening and
great idea ... why not put a grotesque and sublime pyramide head? And so step
I take my modeling one of my three favorite characters from video games!
By the way, I practice what to assign materials to polygon components
why 300? well... you get 3 models for the polycount of 2
Carle, your character needs additional edge loops for deforms, otherwise its looking cool.
yes, thats one of the reasons behind the hi-poly model.
Used xNormal to transfer the AO.
Neon Smart Racer Rally. Make it!
Wires
WIP
Texture 64x64:
will you be able to show the wire meshes and textures for these? im mighty curious bout how you made them
Nah it wasn't Junkers, something else, little lowpoly space guys with big heads.
Of course:
Mainly just modelled silhouettes with planes and kept them all as floating geo, then used circles (8 sided for eyes, 5 sided for bolts) to add the little details.
Textures are 64x64 and all just look like a jumble of pixel strips, but here is what the texture for the tall guy looks like:
Enlarged:
Could easily squish alot of the details in there down to 1 px strips if i were really pushing the details, but i just did these for a laugh one morning, so i wasn't really too concerned with texture space
I'd like to see that in .mdl polyblobs at software mode 320x200
AMAZING!!!!!
One of four selectable races of my project
game.
Maybe leftover triangles in the centerpiece, as it can
supplemented with textures ...
those are truly inspiring... i wish i could design like this!
Heres another quickie from me, ~ 2 hours total to make him.
Recorded a timelapse for the texturing for those who are interested:
[ame]http://www.youtube.com/watch?v=HaAS6pajJWI[/ame]
Gorgeous model too!