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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haha yeah fair enough, there were supposed to be several close up shots of the props which were going to take up roughly 1/4 - 1/3rd of the screen space (ipad/ iphone) for close up's, figured I could always down rez quite easily if I felt the desire too, which clearly I didn't lol.
Anyways, you're absolutely right with the style/look of the textures I could have easily gotten away with making many of them much smaller while achieving close to the same level of detail, however performance wasn't really a concern, plus vectors and smart obj's down rez quite nicely.
But if you wanna see some of my best work, check out a game I developed for the iPhone and Android, it's called "Ball Crushers" it's an innovative, and original dodgeball game! I designed it and made all of the artwork including ui.
By the way, thanks for your comment
WIP for lundum dare jam. Not in game yet, im on the art end of things.
you can download it for free from http://itunes.apple.com/us/app/blast-em-elves/id483212363?mt=8
[ame="http://www.youtube.com/watch?v=nGcR5-5CZvk"]Blast 'Em Elves - Gameplay trailer - YouTube[/ame]
Delko: still banging out some awesome sauce.
Nuns N' Guns Splash screen
I would recommend moving the bat's holster up near the front of the rear tire, like the Terminators in T2. It looks a little unnatural way back there as it is. Tried to find a good reference of it from T2, but this is the best I could find.
This is based on my own with a few extra wishful thinking red Mazdaspeed suspension parts and white lettered tires. I only see white letters on trucks and SUV's as far as street cars go, I'd like to see them back in style for sports cars.
This the Golden Fox from the FZero game on SNES. I played the hell out of FZero as a kid and this was easily the hardest car to beat the game in. I always liked it's shape, though my dimensions and colors are a little changed, I tried to stay true to the original in game look.
www.eldpack.com/ld22
Short, rushed, but finished!
eld, I like the environment pretty much. the purple-pinkish box looks specially cool.
Cross post from my work thread. UDK mobile level for 2013 - Infected Wars. Optimized for all A4 apple products.
Great video, reminded me of Fallout 3 a lot, mixed with a bit of Collapse and maybe some Freedom Fighters style mixed in.
Eld, amazing style! I'm trying to play the game, but can't get past the second door... The white aim dot won't go over the control panel to open the door, no matter how I move...
Anyways, here's an actual screen from my iOS game, not 100% definitive (I'd like to change that ugly AlphaTest shader on the vegetation).
Beach marbles racing, yeah!
Devblog here!
Mr_Dayton, I love the foreground and the marble, but the background is a bit underwhelming. I think the rocks especially need some work. The game premise sounds really cute, but I think it would be a lot more interesting if you really pushed the beauty/picturesqueness of the background.
Bunch of revisions on my villager. The dev didn't like the hood or the tunic and thought he was too fat (boo I thought he was super cute with his hood!) So I remade him and now the dev is much happier. Starting to lay down shading and wrestle with the face. I'm still not sure exactly how I want to handle the face (for one thing the features need to be farther apart and generally larger)
http://kotaku.com/5869257/is-rubber-ducky-the-one-in-ibath
seems lately there've been more art posts from here that make it onto Kotaku.
Here was a bit of a postmortem on the game: http://www.ludumdare.com/compo/2011/12/19/and-then-alone-at-epsilon-1-the-post-mortem/
It should explain the goods and the bads :P
Means a ton! , but what happened to the entry you were working on, was it for the jam? It really popped out when I noticed it in the compo blogs.
The whole game asset and project source is available as by compo rules here: http://www.eldpack.com/ld22/andthenalone_src.rar
Create a new empty unity project and pop that into the assets folder and it should all work.
Some stuff is very sloppy though, lots of unused uv-space and unfinished textures
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We might try and finish it, so Ill probably go back and redo most of it.
[ame="http://www.youtube.com/watch?v=o8d2XL-3_sU"]Air Fortress (Nintendo NES) - YouTube[/ame]
I liked it, but I know that feeling of doing this kind of a project, I was ready to give up on sunday morning, with only a piece of hallway and a main character done.
http://www.ludumdare.com/compo/ludum-dare-22/?action=preview&uid=2079
I think it's great that you got some nice gameplay elements while keeping it straight-forward and quick to play through, I always love your Unity stuff.
Very nice little story. Those having trouble rotating the view; this doesn't work with wacom input for some reason.
Out of interest, did you use any plugins from the marketplace to do the camera etc?
EDIT: rigged and posed for the sake of interest.
Then I tried the game on a PC, and it did work perfectly (with mouse). Weird...
It's just two scripts I wrote, one that handles a pivot attached to the player which the camera is attached to, and another that handles the rigidbody of the player (and where I ended up squeezing most of the game into as well)
The camera collision (which doesn't work too well) is a ray shot out reverse of the cameras direction to measure where it will stop, and just positions the camera there with some padding distance.
Oh I didn't test that at all, it's possible the way I've set it up that it wont work.
Doesn't using the wacom in some cases count as constant directional input when you're off centre?
Thanks!, I'm gonna try yours out and vote :P
It's point lights in a fairly ambient-lit environment, with a ton of shading painted in the textures, and the player model being completely unlit, so no lightmaps, I would've used vertexpainting if I had some more time though.
The pointlights themselves light up the environment per pixel though, as the polygons are quite huge.
The player itself has a blob-shadow that adjusts height to land on the surface below it.
If it runs with the deferred renderer it's pretty much non-existant, and you can have as many lights as you wish, even with all the fancy shaders in the world
Otherwise when in regular rendering mode, unity is smart enough to figure out what lights to prioritize.
Thanks man For me FZero is the best as far as fantasy racing goes.
Nice, we've tested deferred lighting in our game and performance sucked, it was much better in forward mode, even with several dynamic overlapping lights. I've seen other people complain about the performance with Unity's deferred mode, so glad to see it working out for someone.
Fat zombie is fat..
@katzeimsack Loving it! Texture looks really good. How many tris is he?
~ 1000 tris room for optimization if needed
9skulls: cool, hope cool games come up from that.
ok. I felt like making colossi from shadow of the colossus in the same style I did wander. Just making this one got me kinda tired so, I don't know if I'll make others...
so here it is, the first colossus from the game:
I got to make some nice poses of wander on top of the creature, so maybe i'll try animating later.
i started to use gimp so i wanted to share my very first painted texture ..
I know it's very simple, but yea, it's cool at least for my eyes :)
So here it is. (I think)
Here is the image.
The texture holds up quite well when reduced down to 128 aswell.
[EDIT - The concept art was found on Warhammer Online]