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
No, the concept was givin to me to base the models off of. Kiloo has some awesome artists working over there
T.
This is our first fairly final level
Like Nuns n' Guns on facebook
Also, what type of game is that going to be for?
I will show more soon ..
Most of the time the env uses about 4k tris, not really used to super lowpoly stuff, but it runs great on phones and tablets, so I guess it's fine.
only drop shadow on our characters no realtime light.. we have to see if we can make a few lights realtime on tablet
I'm still looking foward to directional lightmaps because every asset has a highpoly version and normalmaps that just wait for unity to support them
I had to redo these textures roughly 10 times before I was happy with them :O
EDIT:
And the barbarian guy. He is currenty 660 tris
NOOOOOOOOOOOOOOOOO!!! You have to finish this! I really like the style, the clear dileneations between tiles yet more organic undulating shapes in between. One thing I would suggest is a different color for the cobblestone path, maybe something more blueish. The yellow and green looks a little harsh to me.
I just love the barbarian, no crits on him
d2king10 really sweet art as usual!
Theres a few tricks you can do, but yeah, it's about time they opened up support for the recent mobile devices.
yeah it would be cool to have normal maps. One thing that really frustrated me is that unity doesnt seem to support lightmaps and vertex lighting at the same time and proper lighting is soooo very costly that it just means you end up with a level with either lightmaps or lights but never both
I haven't gotten around to actually testing yet, but I'm pretty sure the engine supports that, it's just that the included shaders don't have that option.
In the 3.5 release, this will be much better.
This is from their roadmap:
"RNM lightmaps
To add more flexibility to our lightmapping solution were adding the option to bake directional lightmaps (radiosity normal maps and similar schemes). That will also enable bump and specular effects on surfaces lit by indirect light only."
There's more info scattered on their forums too and I think there was even a video showing it off.
yeah I reckon it would probably be possible to write some kind of custom shader but I havent seen anyone do it or get it to run on mobile. Possibly because of the beast lightmapping?
Problem is that beast in unity doesn't bake three lightmaps per face --> no information for the shader to use..
/end
It needs a log house or some shack.
Maybe it'd be nice to have a Unity thread there too? It seems like there's a lot of us using it for our games.
To stay on topic here's another screen from me:
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Love that red piping Out of interest, are you using any dynamic lighting there?
"zombie elf" ~1000 tris
[ame="http://www.youtube.com/watch?v=KgGDoyjCMIk"]Blast'Em Elves - Day 6 - YouTube[/ame]
Here is what it used to look like
And here are the updated graphics (thanks to the feedback of this forum) that the new version has (along with a bunch of new features).
Yes, 1 directional light. On the pc it casts realtime shadows, on iOS it doesn't.
Really digged the texture on this little fella.
This is my first post on the forum and one of my first models. I've been learning Maya slowly but surely over the last few weeks and it would be great to get some feedback on this piece and maybe get a few tips
As you can see he's a pretty simple model (despite the fact he's a whopping 800+ tris, something I intend to fix!) with a 128x128 texture, wanted to get that pixelart texture feel. Apologies for the T pose, rigging is something I'm only just getting into.
So a few questions (this might not be the right thread but thought I'd ask).
1. His feather is composed of a flat group of faces, l'd love to be able to get a different texture on each side (one shaded). Be great to know what the best/quickest method is?
2. He's made of a single mesh, when attempting to rig I found moving joints around caused entire sections of the mesh to stretch. Should this kind of character (non organic) be madeout of several seperate meshes to get a clean head rotation or make the visor tilt up and down?
3. Any simple tutorials or tips on simple game character preparation and rigging would be massively appreciated. Everything I've found seems to be for purely complex character animation with eyelid controls and the like, Any good rescources?
Apologies for the noob-pocalypse I've just wrought upon this incredible thread, some stunning work on here
You can have it as one mesh, but when rigging you just need to be careful the verts you select. In Max 'envelopes' is a standard selection for verts, it basically just selects everything within a distance and attaches that to the bone.
So in the case of your visor most of the head would be included. You just have to manually attach ONLY the visor verts to that bone.
I don't know Maya so no help there, but it should be easy enough.
For the feather, if you have polys on both sides just move the uv's for the bottom faces off to the said and paint as wanted.
If there are no faces then just clone them and flip the normals. That will give you the same exact shape in the same position, but the faces will face down instead of up.
I did some really quick texturing to find out the direction I'm heading with this (and I mean reaaallly quick...so forgive me for not posting it).
Coming up next:
I'll do the final texturing. Hopefully I can squeeze it all on one 256 texture...we'll see. And next time I'll also post some wireframes I promise. :poly121:
-WIP Chopper & Bike-
-Quick Wip-Specs:-
Biker: 288 polys & 256 texture
Chopper: 741 polys & 256 texture
For an upcoming Android game, 180 + 170ish tris, diffuse 512 (going to be resized to 256).
It's going to be a survival game, that's why their faces are so :[ heheh
/edit
128 seems to be enough, after all
Icon for my iPad strategy game. Coming soon!
Not too much manly, just husky. And here's your sexy walk cycle
my dad works 4 apple he sez my games guna ship on all iphone fivez and i wil b rich hehehehe.
JK this isn't really running on my ipod.
@Delko looks REALLY good though! I am in such love with your textures.
http://www.youtube.com/watch?feature=player_embedded&v=tKo5boAc19A