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
Btw, I love the animation.Wicked
Hi guy! This is my entry for the Lowpoly Arm contest This is the first time I submit my entry to join a contest on Polycount, So I think it would be better for me if I can receive as much c&c as it possible Thanks you so much!
Here is the head.
Body is modeled but needs a texture before I post it up here :P
phanthanhtruc your arm looks great. But your fingers have only two bones (I did that too)
It is funny how the Snader comment created all this arm challenge... :poly124:
I am quite busy to work on mine, but I have read the comments...let´s see if I can fix mine this week.
Thank you Xaltar for your feedback.
To be honest, low poly... well, should be just low poly, not sure about that texture stuff. The thread asks for -500 triangles, that's all.
About the polycount... well, I have some experience on that, so I may agree with you in some way. It depends on how important is the asset ingame, and what is going to be it's size in pixels in game.
I would never use a single texture for an asset, I always share a 1024x1024 texture with many objects (and lightmap).
Please, have a look to Red Gun.
Red Gun Gallery
I can post "real" textures from Red Gun, so you may give feedback for real iPhone game textures (all devices and retina supported). This texture is 1024x1024 ingame (player gets really close to the props)
If you ask me if I would use that prop as it is ingame, sure not. But I said "just having some fun"... there is a lower poly version. About the texture comments, notice that there are 2 different concrete barriers there, not just one, so the texture size for each is about... 196 pixels.
really nice.
NeoDement: Yeah... my texture quite compress cause (maybe it's what I thought) maybe I sharpen it too much T_T so maybe it's kill the whole piece T_T
fabio brasilien: yeah cause I see a lot of work here and I think 2 bone fingers would be great to though about polycount, shape and things :P It would be great if you join the contest to can't wait to see yours!
So here i go.. Here is a hand painted low poly super hero for a small game I'm thinking of making.
Zip/cape on the back clips off to be a weapon.
texture will be brought down to 256 for in game.
If you dodn´t mind there are a few things I would suggest:
-his cape is a alpha texture, and when you reduce the texture it will pixelate. I see two ways to avoid it: 1-make a symetric texture and increase the size in the texture map to reduce the pixelation (the texture already looks symetric) 2-model the actual border of the cape. It will increase two tris.
Really nice painting on the face, but the hair is a cop-out, IMHO. There's no layering to it or anything that makes it look like an actual haircut. The fact that it's mirrored straight down the middle is really hurting it as well, it's always a good idea to include one extra strip of polies to avoid that unpleasant "rorschach blot" effect.
But even with the mirroring, some careful painting can be done to make the hair flow down properly instead of forming that odd shape on the back of her head.
Always loved your low polly work so its great to get a comment from one of the artists that has inspired me
Thanks for the links $!nz.I' ll use that rendering set from now on Also I'll keep an eye on self illumination
about 1 hour 45mins speedie:
Screens from unity player
Will be posting tons of other stuff for this game over the coming weeks.
Maybe you could try adding an overlay layer over the skin, painting with red the nose, elbows, kness area.Adding more temperature and warm feeling to the character.
gilesruscoe: well done!
How you get those emisive lights in unity? (which map and format?)
Edit: Walk cycle, moves a little slower in the browser then it did in photoshop, wierd.
Also, you'll want to render a gif (with the current amount of frames) without the shadow plane, like this:
Cheers for the GIF info, didn't know that!
Edit:
@Cap thats exactly what i do :P apart from i use .mov
I really appreciate all the tips and help!
@Micah, great little dude and the texture looks awesome.
@gilesruscoe, very nice speedie. I really digg your robot, especially the walk cycle, he has so much character. Looking forward too seeing what other things you've whipped up for the mobile game!
@SanderDL, looking good, it reminds of the TF2 art style. I'll also second what Red-Fox said and try adding in some red dude.
@ Delko, sexy artwork.
256x128
Still working on it.
yeah especially underneath the trailer but youre still workin on it sooo
But any thoughts would be awesome!
First of all, you state 201 polygons. After doing some calculations I came to a number of about 400 triangles. While your statement might be correct ,because a rectangle is a polygon too, (almost) every games studio will count in triangles. It's a bit confusing that people still call them polygons, but triangles is where it's at for game models. So next time: triangles, or tris for short, and not polygons.
Secondly, you're not making very good use of resources. The tree trunk is okay, but those flat strips for the leaves are very ugly. You would be far, FAR better off with something shaped like a leaf. This model is only 356▲, and it has a much nicer shape:
Third point: your textures are all over the place. The tree is very cartoony, with a generic woodgrain for the bark, and almost flat color for the leaves. The harbor shows photosourced texture and a try to make it look realistic. The train again uses super-cartoony textures again, with totally flat colors. The forklift shows very heavy use of filters and attempts to make it look damaged and worn. So there are a bunch of very different styles, and they conflict. This conflict also exists for the models, but it's most apparent in the textures.
It looks as though you're just trying to get as many different models 'done' as quickly as possible - and that's not a good way to learn. Take your time to make every model the best you can, speed can be added later on. Quality over quantity.
Take a good look at your models - are there any ones you're actually proud of? How about you pick what you think is your best model, and let's see how to make it better.
The water and rock were the most troublesome texture wise.
If you used flat colours for everything it would probably improve quite a bit, but you need to consider your art direction a lot more!
As for the video itself, show us some close ups of models, and some turntables of the better ones. You can't see much from that range, especially as to topology and such.
Play here!
The static animation needs improve, the walk cycle dont "close" correctly for the loop, but the enviroment and music are greate !
More or less finished now.
Im glad you guys like it, been putting a lot of work into this game recently, hope to have a basic demo out soon.
@sketch81 I loved that thing the first time, its even better now. Maybe add a highlight to the top of he stomach to give it a little more depth.
Crappy paintover:
Pretty new to low-poly pixel painting
@sketch81: moar colour!? maybe this kind of "Baneling/Overlord" -style translucent skin could work?
@achillesian
Shadows are on the to-do list, we just barely got the map in game right now so little effects like that will come later.
@willy Ill mess with the texture are see how it looks.