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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Okay, it's a mockup, but it's sexy as hell.
BTW, awesome sexy walk cycle, vkp_number2, congrats!
Wip of my big zombie for Nuns N' Guns:
I'd like to see more variation on the Golems though. I think you could add vines to the earth one and make him stand out alot. And maybe flame planes for the red one and snow particles for the white.
katz, the tex on that looks really sweet.
I made swords as planes because in each case both model variations use the same mesh (succubus/seraphim, angel/fallen angel, zombie/mummy, etc...), just hiding and unhiding parts by alpha (the engine use vertex morphing files and by this way geometries can be instanced). If I made swords with geometry, as swords of each variation have different shape, I must add 2 geometries (increasing polycount), but using an alpha texture I can reuse the same plane for both variations. In the case of of knight/frozen soldier, one has a maze and another one a sword, but I made the sword as a plane anyway to be coherent with the rest of models (and keep the polycount as low as possible). Also keep in mind that these models are for a defense tower game and they will be pretty far from camera so diference between a modelled sword and another one made by alpha texture will be minimal.
Maybe we will add some particles ingame to some of the creatures
[ame="http://www.youtube.com/watch?v=8NHmOUmh5UQ"]Santa's Delivery 2.0 - YouTube[/ame]
3GS it is ok, but hick ups every now and then.
That santa model is only 2 polys. It is just a 3D model textured on a 2D plane.
The lag is from my screen capture, something went wrong there.
Thanks for your comment achillesian , yep I bake those diffuses from a high poly models, I made a quick sculpt in Zbrush for each of them, because I enjoyed to sculpt and moreover it has another advantages, like automatic seamless textures and correction of the UV distortion. The 75% or more of these textures are the occlusion and cavity maps, in this models I just use photoshop to add the base colors and some higlights.
As you can see on the image below the high poly meshes are really basic and a bit messy, but once they are baked on the low poly mesh they works pretty fine
Hopefuly the embedding works..
Anyways, this is a short video showing the game I'm working on with a friend. This video might come across as uninteresting, but there has been a lot of work into the 'engine' for this tile-based game. I will be showing the editor soon, and listing it's features. I will try and come up with more useful videos than just a couple of seconds of footage soon
As for the content in the video, we're reiterating everything we think needs work, nothing is final to be honest. The character right now is just a placeholder, and so is some of the environmental props. Any crits/ideas are welcome as always.
[ame="http://www.youtube.com/watch?v=dXOpEA2xYLc"]Blackreef Pirates - Week 44: Blacksmith assets - YouTube[/ame]
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tucho: nice, what platform is it for ?
finally finished this guy, he was meant for the gameartisans comp, but didn't make it in time.
BTW: Is it rendered in Unity by any chance?
[ame]www.youtube.com/watch?v=C5lJuDo7afI[/ame]
Christmas Tree Contest
lol, pretty funny game!
Oh, one thing, is the music from A Monster Ate My Homework?
I'll make sure to share my new models.
And speaking of bikes, here is a little update on my biker. Enjoy!
Your current rendering seems like an appropriate size for ingame use, so make sure that everything looks as good as possible for that resolution. If it turns out you actually have some resolution left over, then scale up the face. Don't scale up the face first and cram in everything else later.
Looking at this, I think you should probably switch out the face and the vest in terms of texture space. The face seems to be about 2x the resolution of the arms while the vest seems to be about half the arms' resolution.
Oh and lastly, for nearest-neighbour texel rendering, it's generally not wise to have 'spraycan' textures like his stubble. A flattish brown shade with not as much interpixel contrast will probable look a lot better and less jittery.
The heavy in TF2 has this and it looks great in game, even with large texture and up close and personal.
Gearing up for an alpha version soon.
Also made a water tower, since theres really no new models in that poster.
I dont like how jaggy the wires in the frame look, but I want to see how they look in game before I replace them with planes.
i got a small suggestion for your cover art though..
youve got some unlucky parallel tangents which weaken the composition a bit (elements touching other elements - ex. the front car would look a little more interessting if it would intersect a little more with the wall - clouds not beeing an "extension" of the cliff etc.). but aside from this - it looks pretty rad.
Kio's crit is spot on though. It could be way stronger with those easy tweaks.
Nice stuff guys
Be sure that the people who hired you are decent bunch of people, and not douche bags like here. I'm just worrying
Back to Skyrim >>>
@ Delko: Very nice work. But please tell me your project is not only just for iphones but for androids as well...
Had some time yesterday, so I tweaked the texture a little bit. Got rid of the pixely stuff, added some detail to the arms, used the advice I got and *tadaa* ...it looks alot better now. But it's still WIP and I'm not quite shure what to put on the back of his jacket. :poly141:
@ErikNisson What a neat design! When I look at other people's stuff I always try to think of how i would have done it if it had been me. I would have tried to include more colors and variation, but looking at your model you've demonstrated how strong and interesting something can be with a super simple palette. I love the silhouette too.
Hey thanks man, glad to hear
Run! A naked man is following you!
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hee hee. Love the style