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 the zipper looks like a vagoo?
Vert colors and a very quick noise texture. The model will be scaled in-engine, from approximately 20 pixels tall on screen, to about a 100.
[ame="http://www.youtube.com/watch?v=NtZe8t8Y4mI"]m tiki ecoturret idlevid - YouTube[/ame]
brb torrenting crash bandicoot.
Do you mean those weird spots on his forehead?
I laughed.
I think it's his uhh... Crotch
Something new and unusual! Oh wait nvm its another car.
Still a WIP, colors are not final. Neither are the wheel's texture, I took them from the Ferrari.
apparantly, we don't need to change mobile phone for to get these new possibilities, did you know that with only galaxy s II or iphone 4 (not the 4s) can do with the game unreal tournament 3 ?
take a look at that thread http://www.polycount.com/forum/showthread.php?t=89513 i think you will know much better
Infinity blade looks like the bomb, but ultimately uses alot of tricks to get there: loading small areas at a time, typically only 2 characters on screen at a time, highpoly details baked into a diffuse, and I think a lower res normal than diffuse map.
but then again, I'd say that less than 5% of models on polycount are made with animation or any sort of pipeline in mind :poly124:
fuck it, its all good! :poly136::thumbup:
Texture is 512x512 px, but I worked on it at double size (1024)
Both of you are right , tracks are animated by animated texture and this texture is a different one of 128x64 px.
Wheels are animated in the same way, because they has occlusion baked in the inner part, just the exterior part is animated, moreover they're too lowpoly to animate them directly.
This is the last car for a while, I promise.
Lowpoly Workshop Modeling Contest VI has started.
theme: buildings; triangle budget: 1000; 1Texture 1024x1024px(Alpha included)
If you're interested and want more details, join us on LPW. Cheers!
Was there ever any tutorials/tips of how to make a pixel perfect uv layout for low poly models? Like for example in this character here by martyisnothere. Another great example is kenneth here.
I'm trying to do something similar and now I need to know how to get the most fun out of it. I tend to get lots of texture spill when working with small uv layout like that, and that being one of my problems, I'd like to know how to prevent such errors from occuring. Guess I'll have to find every single setting that might cause any kind of texture smoothing and turn them off.
Using Blender 2.59.
Juan Minky (the dog) is still needs some loving has he's currently a holdover from when it was intended to be a DS homebrew game...
Unity screengrabs w/ custom ramp shader;
Original character concepts by my friend Tom Chambers.
Use pixel snap and stretching to your advantage blender specific I'm not sure of but I made this a bit ago.
heres the Texture.
Will do, currently spending most of my time writing all the engine stuff at the moment so it's 90% white boxes and spheres, probably will be for another month or so... but then it's arty time \o/
I hope it won't be, your style is great and I really would like to see more :thumbup:
be careful with your wishful thinking on the shadows there Selfshadowing works obviously but Unity doesn't yet support casting shadows for mobile. (not sure why anymore, some handsets are pretty beefy now)
You would want to make the tracks a separate texture so the UV cords can be looped in code.
1 direct light only.
currently 1220 tris, most major details in place.
Hey, YOU!
__________________________________________________
Feeling lonely?
Don't quite have as many vertices as your neighbors?
Don't know what to do with your polys you got when your
ex-wife left you for another bandit?
Then you might just be the badass outlaw
prospect we have been looking for!
Join US!
__________________________________________________
Join us, the most hardcore 1% low poly motorbike club ever,
EDGE SPLITTERZ and get ready TO CAUSE SERIOUS MAYHEM!
Compared to us, Garmageddon is going to look like a sunday
trip to grandma's!
YOU MAY NOT HAVE AS MANY POLYS AS YOUR NEIGHBOR,
BUT GOD HELP US, THE LITTLE YOU HAVE,
THEY ARE ABOUT TO KICK ASS MORE THAN MUHAMMED ALI EVER DID!
Seriously, the mission
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... So yeah, I've been watching SoA lately Since some shit happened in my
private life, I decided to go for a mission. A mission to seek out for other
misfortuned souls to form a unique biker club - the ultimate low poly biker club -
called Edge Splitterz.
What this post is really all about is to GET ALL YOU BADASS POLYGON BENDERS
out there to create your own unique BIKER (= bike and rider actually being
separate models) and to just SHOW IT OFF here! BECAUSE I WANNA SEE SOME
SERIOUSLY BADASS LOW POLY CHOPPERS!
Techy stuff
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Limitations and rules? If you are as outlaw as you think you are, you need not
to know the damn rules!
Though try to keep it as low as possible. For example, the combined face count
for my biker (that including both rider and bike) is 571 faces (1065 tris). Bike has a 128^2
texture, and rider has its own 128^2.
Bike: 385 faces (735 tris) + 128^2 texture
Rider: 186 faces (330 tris) + 128^2 texture
PS: I wasn't sure if this was better as a completely new thread or just simple post in an existing one. Oh well...
PPS: To get yourself in the right mood, listen this 8-)
SPLIT THEM EDGEEEESSS!
» See the update no. 1 here «
You'd think he'd be talking about tri's, but I think he's talking about poly's.
Awesome bike and biker, though!
Well, I was guess quads on his models. and I did try a rough quick count, but it's really hard with spinning models.
Time permitting, I might just dust off the tools and get cracking myself on this, along with that lowpoly workshop challenge.
kaptainkernals would be awesome!
@paradise.engineering Thanks! Now start workin on your chopper already ;D
@B8MaN OH YOU ARE SO GOING TO DROP WHAT EVER YOU ARE CURRENTLY WORKING ON AND MOVE ON TO MAKE A KICKASS RIDE! >:)
Decided to do a hipster though. Quick non rig pose, lol.
1073 tris atm
Your model seems solid, a'ight. Waiting for textures!