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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[SF]Three9: Are you referring to the lighter sections on the roof? If so, that was intentional. These are viewed from above and pretty far off, so I had to make certain distinctions between things with solid sections of color.
You guys can find all of them here: http://jasongordy.com/farm.php
128 tex, might be the first tex I've finished pixel by pixel.
14 colors.
Took a lot longer than I thought, lol. Next is the rider and 'weapon'.
And some roads for the same.
The side window could be cleaned up a lot by making the uv's straighter. The entire car has pretty clean lines but that window is really pixelated.
The tire tread should be bigger blocks. The tiny squares look odd (even if they aren't seen much.
Might want to add some segments on that hill piece. It'll probably have some pretty rough physics with those sharp angles.
Anyways, I'm just posting to throw up my Edge Splitterz entry: A lil' wolfman influenced by Japanese motorcycle gangs (Yes, their bikes are that awesome).
I'm planning to do a couple more animations, and maybe a texture variation or two, but for now I'm calling him done.
Animated Turntable (Unity 3d)
Oops! I didn't put the transparency on the spokes until the last minute, so that slipped past. Gonna fix it and re-upload.
Thanks for pointing it out!
EDIT: Fixed
To find out more and participate click here
I hope you like it, as always crits and comments are welcome.
Hehe, I know, but this polar bear belongs to a frozen faction and all their units must have this bluish tone, his shape is neither the same as the shape of the grizzly bear... but both models must be instanced ingame, so they share the same mesh and the same shape...
Eagle won't be a common eagle in game, it will be much bigger think on LOTR ones moreover the camera will be on top, so flying units will be the bigger ones on the screen
At least give it some more hue variation. The brown bear has this, a more red/purpleish hue on top and a more yellow tone on the legs, I think the polar bear could maybe use some hints of purple on the occluded areas or something.
Ya, I think I used unnecessary resolution for texture and i'll fix that side window and the tire issue too. The hill piece is fine tested it out in unity it works fine and thanks for the tips.
made the whole city and most of the cars plus all the particle effects/explosions/lightings etc. This is an old video it looks even better now
[ame="http://www.youtube.com/watch?v=uw1cArUOpnA"]Traffic Panic 3D - iPhone, iPad & Android gameplay video teaser - YouTube[/ame]
The thing is that I only had one day work for both bear variations (I had 2 day work for the other models). Maybe when I finish all models I come back on some of them and spend some time on to polish this kind of details
BTW Nice work Ged
Here are the 'off' houses.
[ame="http://www.youtube.com/watch?v=L6kvt6QfxFo"]Santas Delivery 2.0 Beta - YouTube[/ame]
Ah, so wonderful. So is this actuall low poly scene already
I like the plastic look of things
Possible to show a bigger render/screenshot ?
Really love the colors and overall vibe I'm getting. Sweet job !
And I showed it to a friend. He wasn't crazy about the colors and suggested black, so I gave it a shot:
What do you think? Personally I quite like the black version. You can't see it at this angle, but on the top is an aiming reticle. The plan is to give her a winchester long rifle.
Right now I'm learning how to build a simple rig, then I'll be able to put the rider and bike together, I can't wait!
They will never be closer than 1~1.5 meters from the player. I'm likey to cut some polys from the non-LOD versions...
PS: beach beds are fully reclinable. :P
OT: SKYRIIIMM IIISS SOOOOOO GOOOOOOODDD! Oh my god.
That's preeeeetty much the finished texture. Do you have any suggestions for the top of the neck though? I'm not terribly satisfied with it myself.
Weapon is probably the last thing I'm going to do. It'll likely be my reward for getting the girl rigged properly xD
This looks awesome, please tell me your idea involves such minimalistic style for the entire game?!
Are those shader controlled double sided polygons in the lods? Or doubled up polygons?
Right now the biker has ~250 polys and the chopper itself has around ~750 polys.
As soon as I have some more time on my hand I'll try decreasing the polycount on the chopper as good as possible and then it's time for texturing.
c&c is always welcome!
Ah no I only ask because having doubled up polygons (copy of the mesh inverted) is actually the fastest way to the render the model. Using a shader will give you a performance hit and mess up the lighting on the model (due to the vertices only having one normal) - it's only really useful for parts of a model that have transparency and are unlit. You're doing it right
I also have to bake a lightmap on these props, so yes, double polygons sounds like the best (and only) way to go!