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
how about a robo-codpeice?
Also, I'd like to point you in the direction of Ian Gibson. Some of his robo designs (robo-hunter, sam slade) are awesome, might be grounds for inspiration? http://www.ian-gibson.com/
invisible water ski?
I dig that robot Tennis!
Always wanted to make this guy, don't know the artist or where this character is from but I finally got It out of my system.
Hope to texture It soon, awesome work as always Tennis!
here is something simple from me
tools: silo, giles, photoshop
thanks for looking
I'm having a hell of a time texturing my motorcycle I really wanted the color scheme to match my rider, but something's not right and I'm really not feeling it.
If anybody's got some pointers they could toss my way or ideas of how to break out of this funk I'm in I'd be very grateful.
Make your voice count LIKE POLY COUNT! Hell I got no idea what I just said but in any case, go cast your voice, NOW!
EDIT
@Tigerfeet Don't worry. If you think you are having a writer's block.. err, modeler's block, take a little break from the model and then come back to it with mind freshed up Currently the color theme looks good to me. What kind of shadings have ya tried with the teal parts? Have you tried adding those cool metallic fake reflections and stuff? And speaking of metal, the engine block as well the handle bars are bit on the lighter side of "metallic gray" I'd use. I do like the exhaust pipe and the flames it is spitting and the tires, also. The front rim seem to have a bit lower texture density compared to other parts of the bike?
Coming back to the color issue, I would start shading the teal around the unicorn's head since that seems to be fairly simple place to start. "Scales" similar to the gray parts of the head would probably look awesome. The rest of the chassis is a bit massive but I'm sure it will work out just fine after you start adding some shades in.
PS: That rear wheel looks damn sexy. Too bad it is well hidden in this angle
$!nz and Tennis : awesome job as usual guys, you keep on providing positive vibes.
say whaat?
seem to have lost my file, so I'm re blocking it out; no idea how far i'll get but hoping to have 700 polys for everything, maybe normal? something, plus animation
gameplay footage of prototype: [ame="http://www.youtube.com/watch?v=QNOgJR7zzBA"]http://www.youtube.com/watch?v=QNOgJR7zzBA[/ame]
my devlog: http://swordsnguns.blogspot.com/
Edit: Update (brighter, better colours):
Cool man, but you ought to work on the cloth anim some more imho. I know you've only done 4 frames, but I'd copy these to make an 8 frame anim and do some more overlap animation on the shirt and to a lesser extent the hat.
Also, there's this weird knack in his left ankle because you're moving the upper and lower leg as one solid mass. Try counter rotating the shin compared to the upper leg.
Anyway, great stuff none the less! this place needs more pixel arts damnit!
@Maph Thanks for the input, I definitely see what you mean, don't think I will change it though, because smart as I am, I flattened my psd and saved it without any versioning to it... @&§&"/!!! we'll see
probably if I do something it'll be that I'll start from scratch
http://ixumanu.blogspot.com/2011/11/sims-3-world-adventures-for-iphone.html
Yes, you can interact with the buildings, and the camera will zoom in in some situations.
250 tris, 128x128 texture map.
Having some issues with UV distortion :S my pixels end up really warped. How do I tackle ugly faces?
My old pixel art for FF & Naruto fan..
Very nice work man. This is concept looks a lot with Age of Empires Online!
http://www.ageofempiresonline.com/Images/concept-art/saint6-towncenters-all.jpg
Yeah I'm pretty sure the concept is for AoE online, though I haven't seen a screenshot with that model in it. I think the buildings in the game ended up way more exaggerated (they look a lot better in game than that concept imo).
I've made a little more progress with the textures, but not much as I'd like, been decorating my real house :P (sorry, I haven't replaced the lamp yet Shaka :P). I think it needs some greenery, tufts of rough grass, a tree maybe, and I might also add some kind of ground tile.
I can't wait to see them animate and having some texture. :thumbup:
@df0024: i will animate them first.. depending on the feel of them ingame i'll decide if i go for a realistic or more stylized texturing approach. i finished texturing the berserk and the warlock, but im a bit unsure if the realistic approach fits the style of gameplay:
what do you think about the style?
Hmm, good work, reminds me of Diablo 2, but at this size they doesn't look very appropriate. I suppose a more toonish style will go better. Something like Torchlight would be perfect!
Anyways, your 3D models are really well done.
As a sidenote, tho, it's been a while since I've posted here, but it's awesome to see so much great stuff posted over the last dozen or so pages. This has always been my favorite thread on polycount.
Hell yea man!
This is Looking awesome.:thumbup:
Do want! :poly124:
It's definitely better on video than on screenshots. I agree to ev149, colors are beautiful, but there's just one thing that distracts my eyes: that black shade under the far trees on the cliffs (well visible at 0:59). Can I suggest to change it with a dark (not too much) green?
Final tri count: 776 (including the outlines). 64x64 diff, no shading/self illuminated.
Edit: Looking good Delko can't wait to play it :P
inspiring work! Thank you!
Will you try to animate the UV of the windshield Daytona USA style, to simulate some env mapping without destroying the art style?