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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I'm working on some pimped-up versions of other Mushroom kingdom characters too. I've almost finished modeling Princess Peach.
okno: fun mario, but it feels like you could get a lot more out of the 128 you used.
slow progress today:
I think if you give him a mushroom cane, that would help sell it more as a pimp mario. Good texture work btw. I also agree with lotekk though, try and get some more out of him!
Lotekk: Cheers! looking forward to seeing our character develop!
No other computers at home that I can run photoshop and my 3d apps on either, so looks like my hopes of finishing nariko by the weekend are shot. Argh.
Hope your HD is okay when you get it back up and running.
To cheer you up - here's a half-assed demon in dungarees.
146 polygons
Here's what I've modeled so far for the princess ho. I'm still working on the hair though. Let me know if anything needs changing.
managed to salvage one of the wip shots, though this is missing the work i did on the hair (managed to get it looking all twisty and tentacularish). Had to add 2 more tris for the chopsticks in her hair (completely forgot about those initially)
I usually don´t do vehicles...it was a fun change.
Here're the wires:
(link goes to a larger version)
And here's the blocked in texture:
Think I did much better on the UVs on this one than the Big Daddy, but I still think I have a ways to go to get to a point where I'm really squeezing everything I can out of that space.
Need to knock out the weapon tomorrow.
If anyone has any helpful crits, please, I'd much appreciate them. Thanks!
http://www.lotekk.com/images/nariko-wip8.jpg
http://www.lotekk.com/images/nariko-wip8a.gif
Started on a PSPish-spec model of Salem, from Army of Two:
Right now it's about 700ish tris, though not optimised at all. Mainly block-in stage at the moment.
Inspired by Sage in the W.a.y.w.o thread.
I usually don´t do vehicles...it was a fun change.
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That's awesome, makes me want to make a '1942' game in the Harpooned style
impressive.
looks like low poly tf2 is a go-er.
I wonder if valve are interested in picking it up? Could make a good little steam app... and run on lower spec machines!
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//The 3D Life Player is not supported under Microsoft Windows Vista and this Web browser. Please use another Web browser
a plugin that doesnt support nor vista nor firefox, haha
I never posted the final version of poops sdk so here it is. I quite enjoyed doing it.
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where is the sdk ?
fds, check the SDK thread in the archives
Moved my Salem progress to waywo, since it's climbed to about 1k with weapons and accessories.
All you crazy kids and your "technology"... my Sopwith Camel will take all your WW2 fighters head on!
http://www.lotekk.com/images/sopwithcamel-wip2.jpg
http://www.lotekk.com/images/sopwithcamel-wip2.gif
120 tris, 64x64 (Diffuse + Alpha)
First attempts at LP models :
Two aliens I did during spare time ;
Render in 3DS Max
406 Tris / 448 Tris
256x256 diffuse, specular and normal maps
Put some finishing touches on the Camel and calling it done:
Felt like knocking out another model, and my mind had been occupied with Pan's Labyrinth, so I started this tonight:
508 tris 1*256*256 texture
some input would be cool, i´m quite new to low poly
cheers!
shes´s got quite a long face tho:) intentional?
Johan, that's a pretty cool-looking character, though I reckon you could paint more lighting into the texture. If she's meant to be human, you may want to look at repositioning the eyeholes on the helmet, since they don't make much sense right now (she wouldn't be able to see out of them).
Also, depending on the size it's meant to be on-screen, the bands around the midsection and thighs may become a mess of noise.
Started on the texture tonight. Not much at the moment:
digging it rumkugel!
and lotekk, damn your spamming this thread but it's a good thing, because you've got great progress!
I added a little more contrast to the textures, thanks for the crit LoTekK. But about the blue stripes on her helmet, lets just say that her eye-nerves and whatever are connected to the blue stripes which are actually cameras! :O Or something, hehe. They weren't mean to be holes for the eyes anyway ^^
Oh, and Rumkugel, it's not intentional >.< Now I have to look into it, thanks for pointing it out ^^
Should be fixed now
johan, looks cool even if it doesn't make complete sense Love the board and poses, and the face update looks a lot better.
not done with the textures, but couldn't resist doing a quick and dirty pose for the creepy bastard
http://www.lotekk.com/images/paleman-wip5b.gif
edit:
couldn't sleep, so did up the texture some more. almost done, i think, just gonna add some more cast shadow.
Very happy with how the AK magazine was easy to paint yet curved neatly in the model. Go, straight UVs!
Lotekk, hehe, it'll just have to do for this time Your guys turning out quite creepy, keep at it ^^
Icewolve, thanks! Here are the wires.
Got the concepts on my sketchbook too if you'd be interested :P Think I've spammed this thread enough with this character already