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
specs:
526 tris
128 by 128 pixels
Environment created for Lowpoly Workshop Contest #3
Lasperen, i can't help feeling that your not making full use of a 128x128 map with that model, considering how much flat shaded areas there are.
That 512 texture is really giving a lot of depth to it.
I like the most the glass highlights.
Saved in my personal low-poly art folder.
thanks! appriciated
May I ask, do you have other similar models to show off here? I could get dangerously inspired.
Also, very nice site you have... These icons are really well done.
specs:
686 tris
128 by 128 pixels
Here's a WIP...(cough)
- NEESA from Vagrant Story (PSX)
Creepers are about 36 polys and have a texture map of maybe 16x16 pixels.
512x512 840 tris
Derp
I made a pig chef for my project , still not really happy with it
They're 72 tris actually and have a texture map of 64x32 pixels. !
And the texture map was just a guess.
this isn't really low poly, but its still mobile Pixel art boxes
My name is Thomas and Im a 28 year old web designer / video editor / programmer from Holland. Recently Ive started my own company, focusing on videogames.
We are currently developing a horror race game for mobile systems (IPhone & Android). The main focus of the game: Destroy as many zombies and demons with your car and gathered weapons, while making it to checkpoints in time.
Our main modeler isnt in the picture anymore, due to circumstances (him not making even 1 deadline, not communicating for weeks, and basically hindering the whole project to move forward)
With the departure of our last designer, were basically on our asses graphics wise. The game is currently out of the test phase; we got the most of the basic scripting done (car handling, weaponry, AIs for the demons & zombies), as well as a finished pipeline regarding software, etc. All features of the game are already thought out, its just a matter of building the maps themselves, and implementing the graphical assets (so basically just the fun part! ).
So, we are looking for moderately experienced modelers who are willing to work with us, finishing this project.
Obviously, since we are starting from scratch with the graphics, the whole style isnt set yet; the game could work as good in a cartoonish style as it can in a more realistic style. The one thing that is mandatory: Gore, blood and guts! Our first priority is to find a character modeler, environmental assets second (depending on the style, we can buy / commission the correct assets).
The whole project is slated to be done and published in October, so, if you got your calendar reasonably cleared for the next 2 months, and got some nice hellish designs, and feel like making some money in the mobile gaming industry, please contact us at QStudiosNL@Gmail.com , PM me, or post something in this thread!
Greetings and thanks in advance,
Thomas
Updated it as suggested, cheers
Also slung some together for a test scene. Keeping the grid as a style choice, might make some seamless sprites at some point too though.
I agree. I believe two separate pics would be more 'easy' on the eyes...
Oh well, NO more WIP (cough). She Done... [for now]
*edit - added one more gif just for the heck of it
for low poly contest
http://3d-characters.deviantart.com/blog/41965106/
im intending to continue with making the swords and/or the bat if i can squeeze it in
arg....i hope im in the mood to reorganise the texture tmr, btw made them weapons already
Here's something I'm working on hopefully I'll finish the texture this weekend.
Appreciate any critiques
266 Faces, 528 Triangles, 256 x 256 diffuse map, 12 kb in size.
Going for old school style with severely limited palette.
That guy is brilliant LaPeren, really liking the monochrome feel.
thanks for the kind words so far on this guy
and a final wrap up to this model(these models), i doubt ill return to improve it
My entry so far, still heavily WIP, will finish off and pose tomoz i think
comparison:
He's in his static pose atm, but yes, the face is riggable and will be, also going to play with mouth shapes when i think of a decent pose. Probably going to go with a 'badass looking off into the distance' type pose instead of action pose however. The concepts of kratos are 8 1/2 heads high, whereas im using 7 1/2 which is still correct, just a different interpretation on the character. I'm also basing the swords off different concept art to the character, don't really like that orange glowyness :P
Here's a quick early w.i.p I started today. And I would love to get some useful texturing tips ;D