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
Scene is in Unity
I got some feedback today on the lighting so it will probably get changed.
Spaceship doodle from me before i go to bed, 144 tris 64x64 texture with 26 colours
Micah , that's a nice texture , great job on the model to .
edoran89 , Cool style , can't wait to see more of it. specialy thats its made in Unity.
clandestine , wow the low poly version turned out nicely !
gilesruscoe , hehe what a cute rocket , the texture rocks ! and yes you are right , the uv could use a lot of work ! The robot texture will be done tomorrow tho.
Here is the last one for now ,And I think the worse one so far.
Going to move on the character now , need to make like 5 skins for it.
@Gilesruscoe: Sweeeeet rocket! I like the use of that color palette. These soft colors reminds me of the NDS game "Drawn To Life".
This would ofcourse lead to the bottom-facing planes becoming very dark, to remedy this, you can put a bounce light there. That will give it a nice reflective look as well.
1000 points! Using the first solution since it's implemented on crap hardware.
This is fantastic, I love it
It's an interesting style!
that is awesome!! the kid in me would be happy to explore it.
clandestine: very cool cars!
Giles:great job on the rocket!
presumably the kanji / decals on these cars will be on backwards on the other side?
lol... only if you can read kanji
anyway... use mouse to orbit around the models
viewer
nice style on the gun too
now some books from me,
book - 30 faces and 128x128 texture
If you wanted to pimp them again a shot of the back would be cool, love the colors and simplicity.
Hell yeah!
:poly142:
I wanted to say that this thread is just pure awesome.
Im looking here everyday.
Im not good at doing gfx (im more a C++ wizard) but I always wanted to post something here, so here it is :
(138tris, 128x128 )
that rules!!!
cheers.
Uploaded with ImageShack.us
The Gameboy was more shallow than that, as far as I remember. Also would be worth bevelling those edges, wouldn't add so many tri's. Definitely scale it more in the Z though, its far too think there.
thanks. I just used a cube I usually start with a cube then cut and whatever until the shape(silhouette) is done well. Then Move vertices, merge, create triangles where necessary, etc. Its still very early thats why it looks unoptimized. I know It can be optimized a lot. lets see what can I do
Wanted to keep it as low as possible, beveling would triple the tricount.
It's the gameboy classic, not colour, which was a beefy bit of kit:
It's extremely thick
gilesruscoe , The gameboy is just perfect. Nothing else to say.
At this moment I am working on the game scene for the start area , it will be a Lab where the robot is made. So far so basic , still need to edit lots of textures to get the right result. But at least you can see the general idea.
worked just a little on this. i keep trying to make characters but haven't found a direction I like for them yet. 64x32 texture atlas.
i'm attributing the stray pixels to bad video drivers.
I got very inspired by this thread and decided to give low poly a try. I'm pretty new into 3D, just started one or two months ago.
So, here's what I got. This goomba has 194 tris.
However, I do have a couple of questions and hope someone will help me.
First of all, how should I mirror the UV map? I modeled just half of it (you can notice the center loop) and then applied a symmetry modifier. Does this mean I should unwrap just the same half and then it will automatically cover the other half? Also, after I've done this, what happens If I collapse the modifiers stack? I'm a little confused with this.
The other questions is quite simple. See, I need to make a poly (photoshopped in red in image below) that will contain the goomba's eyebrows (with an alpha map). Does this poly have to be connected to the main wireframe? Do I have to put it floating in front of it? Help much appreciated and thanks a lot!
Heres another pixel thing from me.. 16 tri's 64x64 texture
ya son dos post q retienes y no publicas
thanks man... here is a unity viewer for a deeper experience
Yep you got it; stick a Unwrap UVW modifier UNDERNEATH the symmetry modifier in the stack, and this will allow you to unwrap and texture half the model only. Collapsing the stack will make you lose the ability to model and edit UVs using symmetry.
For the eyebrows, no, the plane doesn't have to be physically connected with the rest (in fact that would be impossible while maintaining manifold edges) but should be part of the same object to make unwrapping and texturing simpler (use the attach button
hope that helps
img1
img2
img3
no i think this one is better regarding the cave.
it didnt make sense for a light like that to be coming fro ma cave.
The jump isn't supposed to loop but for the sake of showing it off I thought I would make it. =D
Complete with a 'special' duck~
EDIT: I've noticed the .gif is being scaled down by a pixel or so here... : (
Working on this guy.
Based on this awesome illustration that's not by me (sorry lost where i got it from).
Gonna go somewhere else with the texture though. Probably going to tweak the feet some more.
Currently 658 polys / 1,002 triangles.
Any tips on how better to optimize before I UV appreciated.