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
That Sh*tz TIGHT! ^-^
This is my first post in here at Polycount! Anyway, im studying painting and before i start to paint i decided to make a low poly model, as a fan of motorhead i decided to make a lowpoly of Lemmy(Vocals&Bass), i would like to know if there is a way to decrease the ammount of tris? Also all comments are welcome about the shape, proportions and everything else! Thank you all in advance!
Hey gilesruscoe! Thks for the reply. I took in consideration your points and i used some! Only for the face and arm im not going to change but the rest was really nice, specially about the buckle. Thks again man!
In contrast, the shoulders are too sparse and the butt is quite pointy. And make that centerline near the toes work harder. There's also a bunch of polies to be scraped off around the neck. And I'd put more polygons towards rounding out the bottom part of the bass than spending them on small details. I'd also go more towards 110-125 tris for the bass, but if you have to stick to the 96▲ limit, here's what I'd do:
http://dl.dropbox.com/u/448525/keep/Polycount/KilmisterBass.max
You forgot his most important feature, man!
I'm dumb though.
* = so long as the assets you are working on are for mobile / lowpoly applications.
This thread will continue as the sweet spot for low poly.
Its a great place to learn and improve your modeling skills
Vrum Vrum! Another Volvo.
He said it's some sort of Prophet. Probably doesn't even have an attack.
Thanks. Here's some more of it. 698 triangles at the moment. It's for http://forum.lowpolyworkshop.com/topic/9078545/1/
KOOLO!
Texturing...
practicing some stuff trying to figure out how to do people. (something im bad at) trying to mimic this style
http://martyisnothere.deviantart.com/gallery/#/d3g9r20
Oh i almost forgot.
Thanks for comment, I fixed the texture:
Speaking of believably though, look at where your magazine enters the gun and where you've placed the ejector port. Those spent casings are going to have to travel pretty far forward for the gun to be able to spit them out. Might want to consider moving that back and up a bit to better line up with the barrel and the stock photo you have.
P.S It blinks.
nice concept!
Damn, that looks really nice
Plop!:
64x128 made in about 40mins, boredom!
I recently started work at Lapland Studios though, and we're working on an ipad/iphone racing game. I got the okay from my boss to share my work, so here goes. These are all work in progress!
I only did the textures for these, the models and unwraps were done before I started at the studio.
These are all entirely unlit (as they will be ingame, we're not using any lights), diffuse only. Since they're not final, any advise would be much appreciated.
I dig the style. The 'splotchy', impressionist paint thing is pretty cool. The shrew (I guess it's a shrew) fur looks great. But the dark brown spots seem a little lacking/flat.
The turtle tex are pretty cool too. But maybe a bit heavy on the shading over the rocket shell and the dark lines on the sea turtle.
I think they are almost there just need a little more love.
Mrninjutsu: ONLY WAN POLYGAWN? Oh my.
it amuses me you not only post something in the wrong thread, you make the mistake of calling two tris one polygon in the most polycount-obsessed thread on the forums . It's an honest mistake, (although reading the first post tends to help), but it's the kind of thing that tends to happen every few weeks because someone neglected to read the first post.
Since you do mention you're going to downsize them, I should add that you have a lot of detail that won't scale well, and you'd really be better off painting at full-res if you're shooting for resolutions like 512x and below. This way you can retain sharpness by taking advantage of the pixels, rather than having it all blurred later by resizing.
@Hawken. They dont! Broken terminal Which i really should have made a broken sign on the terminal but alas, i didnt. Shame on me :P
This is more of a texture pimp, you'll probably get more "constructive" criticism from the standard WAYWO thread.
This thread is all about demonstrating low spec art. A 1024 on a single plane really does not belong here, now if it was a 1024 containing an entire scene in under say 2000 tris complete with buildings, props and terrain then it would fit the theme. Looking at your post will not help anyone understand low poly workflow or how to optimize texture usage. Personaly I still feel that normal maps should not be alowed in this thread but I guess it has evolved somewhat as handhelds and phones have become more powerful. This is not an insult nor do I intend offence but your post really does not belong here. No need to delete it or anything, just a heads up that this kind of thing belongs in WAYWO or its own thread for future reference.
Now go model a scene and paint the textures all on a single 1024 with diffuse only
Just Finn the Human.
I'm torn about going more painterly (brush strokes, value changes) on him or to just stick with pure flat color fills and a slight AO.
He is basically finished minus some tweaks. I really wanted to be able to do the jelly/rubber arms but its hard trying to stick around 1k.
Thanks for looking, C & C welcome.
Also, SPOILER ALERT!
This thing has so many spoilers and airholes, it's like modeling racing-cheese.
edit: btw, it's 700 tris so far.
gilesruscoe i think that's the first time i saw you using spec and emissive, very nice looking result