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
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MightyPea - considering we're on polycount, specifically in the lowpoly thread, the educated guess would be triangles. Which turned out to be incorrect.
Baddcog - looking sweet dude, keep it up!
Yeah it is weird right? I modelled the scarf to maintain a certain shape, so animating it to flow completelly smoothly would brake the shape and look probably just weird anyways. So instead, I animated it to look kinda stiff plastic or something to emphasize the "toon" aspect of my character. Which, in the end, looks just wrong.
I may revisit the model later anyway to make some additional animations and will probably redo the scarf while I'm at it.
The doorways in particular are total placeholder
(this is a bit cheap) but if you like my style check out my indie studio Raptus Games and maybe buy my latest game DRAW: The Showdown on the app store!
give me some crit on those dragons, cheers
@Kurt Great work, liking the colours and simplicity of those environments.
Just a low poly bust from me, I rarely ever work with male heads. It's very odd around the jaw but that's mainly cause I was messing around with the mesh after uving and I suck at painting shadows :poly136:
118 tris
Yep, I used Filter Forge for a lot of the textures on there.
I started off by blocking in the grey platform in Max using coloured quads to show where major pixels would go. Then I took a screencap (for other assets I sometimes RTT) to get a base and then recreated the texture in Filter Forge, adding details here and there.
Here's a quick visual explanation:
I've blocked in all my environments to get the colours I want and now I'm using about six different filters to block in the details in the same way
basically its for the animation planned for the character. Texture is just 128 with plenty of space for little addons.
And how bendy will his arms/legs be?1 bone per segment?
those "spikes" on his back are not gonna come out well at all once you start animating the back and tail..since they are not part of the same mesh as the rest of the dragon, they're gonna be sliding all over the place once you start animating/(offsetting) the vertices which make up the body.
I had this problem with the wyvern I did. I quickly changed to having all my spikes as one with the rest of the mesh, as they were sliding around during subtle movement and straight up becoming floaters when rotating joints a lot.
I know you wanna keep it low poly and all and you did a good job with everything, but unless you know of a technique that I don't when it comes to stuff like that, I'd say you'd have to start cutting into edges :poly122:
Ani: wonderful as usual. Reminiscent of something from Zelda.
But this would make an huge amout of bones, too many! o_o
Since you're on a mobile platform, you should use as less bones as possible to get the best performance.
The most detailed character(s) in the game should not use more than 20 bones for the entire body (chest, limbs, head, etc)...
Unless you add extra loops for every single joint in the tail, the spikes are going to pump up'n'down in extreme positions. Though it would look even worse if you made the tip of the spikes (the top 2 vertices) use 50-50 weight of two bones instead of one.
IMHO even bigger problem is the tail itself, since it is not going to look too good without dem joint loops...
EDIT
Oh god what have I done. They look like suffering worms. PLEASE LET THEM OUT OF THEIR PAIN
Recommendations are usually to stay around 30. And that's for laptop/desktops, not really for mobile devices. Around 15 bones for a mobile device is more reasonable. 3 per leg, 3 per arm, 4 in the tail, 3 for the spine and 1 as the head - something like that.
Could we see more wireframe angles and maybe the texture aswell?
9skulls: that actually doesn't look too bad to me! depending on the animation style/speed and camera angle it could work fine. I'd agree in close-up long-held poses it could look weird, but fast animation at mid-distance I imagine it would be perfectly servicable
wow! that's beautiful!
excellent gif! I should of course have taken the time to do one (at work? ya..), but you did and it was awesome! :poly142:
the effect wasn't AS horrible as I thought it would be, but it was still present. perhaps, at this level you'd get away with it..
awesomely informative gif!
I think so too, because animal tails can't actually bend anywhere near this sharply in real life. Unless ofcourse you want to do funny stuff in the animation, like having the critter hold a soda bottle with its tail and drink it. !!
Which seems pretty tricky, because every time I finish a new piece, I think the previous one sucks. :poly122:
BTW, you're living in Kuala Lumpur now?
Indeed, I'm living in Kuala Lumpur now!
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So here is a small but image heavy update. Since no other bikes have yet emerged, I need to push updates for my own one :poly145:
What I did there was that I remodelled biker's head, scarf and hat (just a bit) and gave him a weapon. I also remade his whole texture, which is more nicely packed now than what it was originally.
I also tweaked few vertices here and there for the bike and edited the texture just a bit. You can see that the texture is a bit "loose" but since it doesn't look too bad, I am going to leave it as it is --- for now.
Turntables and animations, WHERE ARE THEY!?
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Here.
Riding - Isometric:
Ride 'n' Shoot 'em! - Isometric:
Who's your sheriff, huh? - Perspective:
(» see the other angle here «)
Oh yeah. Low res stuff like this make me go :polytwitch:
I'm gonna make a biker to ride with, no worries. I've got some time off work for about 4 days, and the time I'm not spending out partying will go towards that.
Just a quick screen grab of some models for a game at work. The models are inspired by the amazing World War Robot designs. Each robot has a 256 texture. Two more coming...
Mr. green just launched the Lowpoly Haloween Contest
those interested should join us here
Piesandbombs Hey hangover inspiration is the best kind! Looking forward to it!
amsmntparks Looks nice! Though that red-green color combo hurts my eyes a bit, lol. Are those going to be in a game or..?
Jernej @ premium Thanks. My original post is just couple of pages before (or, look at my sig) where you can find the wireframe renders aswell. I've since tweaked few vertices here and there but the basics are still the same. It's Blender all the way baby :thumbup:
paradise.engineering Thanks for the heads up! I'm definatelly going to carve sum pumkins ლ(́◉◞౪◟◉‵ლ)
everything looks great but the polys on the tire I can't help but find too distracting.
I thought maybe 12 sided rotated would help
is the animation working for you guys?
probably just a blur texture going through 3 frames, don't even bother rotating the geometry
Um, I think Baddcog made a bike I don't know though, was it for your biker gang? http://www.polycount.com/forum/showpost.php?p=1441977&postcount=7354
Anyway... challenge accepted!
(9skulls, your hubs still don't rotate- I find that more distracing being a biker than the polys clipping fender)
I think it is only a matter of taste. Those wheels could be lot rounder, sure, but I prefer them to have some roughness to it. IMHO it would create a bit too notable contrast to have such smooth 'n' round tires in such a low poly model, don't you think? Sure they are a bit sharp on the edges but it is a low poly model. It is supposed to be that way.
Sorry my bad, I thought it was a w.i.p
Pfft... Well... You... They... WELL I GOT LAZY OKAY, YOU DON'T NEED TO SHOUT OKAY
The last two of the set. These are for a game, but I'll probably recycle them into more than one project.
Here's a preview, her bike isn't done yet:
How did you set up your textures for rendering? I'd like to do the same but I'm not sure how.
you want to use no lighting, 100% self illumination.. so max ambient tricks. or luminosity(incandescence)
make sure to turn texture filtration off
it is actually pretty easy to do, Max or Maya?
if using maya make sure to use power² textures as nonx² textures will get a pre-filter blur applied to them (at least in the view port which makes editing harder)
as for png output to have a good transparent outline with anti-aliasing and no ghosting you will need to set "pre-multiply" (i think that is in the camera setting?)
edit: okay, realizing that you were actually not he but she, I'm might've sounded like a douche there
... Which you seem to deliver already. I like it
Seriously if this is your first try at low poly, you are doing great already! Post dem wires too so we can see how you've built it. Judging from the shapes it seems like there should be everything alright.
Can't wait to see the complete texture on her... and her chopper too :polytwitch:
The first thing I do is to make sure there is no anti-aliasing when rendering the final image out. That of course is done by unticking the AA checkbox:
Then I select my object and go to the material-tab and make sure it is shadeless. This is because I want my object to appear flat in colour (meaning: no shadows on its surface etc):
Then, with that material selected, I go to the texture tab and make sure the texture is set to "Premultiply". I'm not exactly sure what it does, it probably only affects how the image alpha is handled, but I've noticed that it makes the texture look better so I tend to have this on all the time. Next step is to make sure there is no image sampling going on, so I untick the MIP-mapping and interpolation options as well as set the filter size to as low as possible, just in case. Mapping should of course be set to UV if you plan to unwrap your model.
And that's about it, I guess. I usually go to the program settings and set the mip-mapping option off there too so that the texture will look crisp'n'pixelated in the viewport aswell.
what software are you using? i don't recognize it
Only the best of one out there, Blender