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
Nice work man! Congratz!
I LOVE this!
I'm guessing it's like a cylinder that just keeps spinning with obstacles spawning behind the curtains sort of speak?
have had something like that in mind for quite some time now love the execution!
thatanimator yes that's exactly like that
One more shot:
Quick update:
I finished the logo on the back of his jacket and added a nice shirtlogo. I also changed the bike quite a bit and started texturing.
Moesly: awesome biker
Snipergen: sure i ll do that, the big responsible for the style is my friend and concept artist Andr
I sticked strictly to the original NES videogame palette as I wanted to give the same feel.
it's the first model (that i like) I've done in some months. Using three colors for the texture surely requieres a lot of thought and work, even with the game's sprites as a reference.
EDIT: Forgot the wires. Also, he's 248 tris with a 128x texture. I'm thinking I'll probably go smaller with the texture.
If you plan on going with this simple texture style, I would definitely use gradient maps instead of flat colors. That way you can pick your highlight, midtone and shadow colors by hand, and get rid of the unpleasant grey you have in your shadows now.
Your colors will also look much nicer with some hue-shifting, for instance you could make the shadows more purple, and the highlights more yellow. Gradient maps are also really useful for that.
Lastly, your character will read much better if you paint in some simple top down lighting. Another option is to bake in top down lighting, but the advantage of painting is that you can simplify and stylize the lighting.
Here's a little paint-over I did:
@Sayanora that is a hawt ship. Did you do the design of it yourself or someone else's concept?
I'm not posting this to be a jerk or anything, I just don't do free-lance work and thought that someone else who does might like the heads up and jump on it.
Finished texturing and for now I'll leave this as it is. Maybe I get back to it next year and make some animations because I really enjoyed making this.
@9skulls: Thx for posting you "Edge Splitters" Idea.
EDIT Oh he has a "holster" for his bat, how cute
edit: the turn around makes me want to puke.
A bit overkill, wouldn't you think?
632 tris
http://itunes.apple.com/app/ibath/id486196001?ls=1&mt=8
[ame="http://www.youtube.com/watch?v=ED8v_brIUUU"]iBath - YouTube[/ame]
mmm, I think I could do a workflow. I'll try to get used to the tools a bit better first, cause I'm more used to classic animation and I keep messing up with blender animation tools.
For walk and run cycles I use a classic configuration of 5 poses.
Whoa, dude, how big are they supposed to be on screen, exactly? 512 is still way overkill, you could probably get the same level of detail with a 128 easily, even less depending on how big they appear.
i miss this guy so much.
You should rework the hair and head silhouette a bit. It looks to bland at the moment. The hair in front it should stick out more, and give it a bolder look.
Also, I know that usually one would put more tris in the face as it's one of the most important parts of a character, but in this case, the face is almost always covered by cloth and his hair, and I think that you have many polys there that aren't adding up to the shape.
Anyways, I would put half of the tris you have in the face and double the tris of his hair, wich is too spikey.
Are you in the mood for a low poly Winter/Christmas Contest?
Model your environment/tree/interior/character/whatever and post your entry here: http://forum.lowpolyworkshop.com/topic/9257333/
or forge some low poly toys for Skylebones's newborn in the Toy Factory: http://forum.lowpolyworkshop.com/topic/9221074/
I played alot of "Advance Wars Dual Strike" on my DS lately so I decided to make a lowpoly version of an ingame unit and I ended up with this:
EDIT: Updated the specs. Now you see 4-sided polygon count and triangle count.
I also added a bigger view for the mesh. Enjoy!
lean: nice animation and style.
When you talk about polies, you're referring to 4-sided polygons, right? Am I mistaken in thinking that, especially in low-poly models, it's more beneficial to talk in tris?
@Tigerfeet: Yes I do mean 4-sided polygons. I'll edit the entry tomorrow giving you guys some detailed specs...but now i'm tiiiiired :poly125:
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I have been working in Wander from Shadow of the Colossus, as if it was part of that weird reality where nes can render 3d graphics but still wouldn't manage more than 3 colours per model.
388 tris, and 64x64 texture.
BTW out of curiosity, was there really such limit with nes? That you could use only 3 colors per sprite?
I wish there was a proper "NES color palette" lying somewhere in the Internets so I could emulate that look too.
actually yes. each sprite could use four colors, one being usually transparent, leaving 3 color per sprite. and about the palette, there's an article in wikipedia that cointains palettes for several game systems including nes.
http://en.wikipedia.org/wiki/List_of_video_game_console_palettes
I'm not sure about how accurate it is, but that's the one i base my palette on.
IN GAME SCREEN SHOT WHWOHPAHWAHPhEKjlkej