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
katzeimsack - I'm not fond of the green painted in the jeans holes. Why not use alpha?
Seyhk - you can push that texture much, much farther.
lean - the color count is per sprite, or in this case, per texture. Similar to the way old games used several sprites to compose 1 character (sorta like this), you could use several texture planes. So for instance you could lose the white on the club and swap it for a medium grey which would be of more use at the 'ball' of the club.
Besides, you mentioned it yourself, there were actually 4 colors per sprite. I'not seeing you use any transparency, so why not use all 4 colors?
gungriffon - fruit fucker?
Delko - what's with the inconsistent texel size?
Mr_Drayton - you could partially fix your alpha issues by working with denser sheets. This would also save you a few polies and some overdraw (does overdraw even apply to alpha test?).
I'm not sure what this is in reference to, but... okay I guess?
playing around with posing and other stuff.
But if you have any tips, please share. :thumbup:
edit:
Seyhk - I don't like Gimp one bit, so I can't help you there. But I will say this: less lines, more volume shading.
Looks cool, very Wipeout/FZero-ish. Mock-up, or is there a playable version?
Edit:
I threw together a quick (and very rough) example using path constraints and a track made from a spline.
I guess I need to start somewhere. Inspired by some of the environment artists on here making a few characters, thought I'd give it a shot myself. I still need to play around with the topology, get rid of some wasted polys here and there. I'll try and clean him up and get him with some base colours on by tomorrow.
EDIT: Quick 'n Dirty edit after I saw some silly looking proportions.
I honestly dont remember why, i think it had to do with the way the we had the ground tiles texturing.
I know about that, megaman games used the composite techinque. but i wanted to keep it as low as possible. about the four colours, I used three as the forth would be used for transparency if it was a sprite.. And there is some transparency, not the main fact, but I just wanted to keep the three colour classic look. about the white in the club. thanks for noting it, I didn't. it seems that i forgot to unrwap that
(and I just realised I meant to pos that in the other WAYWO thread )
Like your spline demo! It makes me remember good 'ol times I spent doing that kind of racetracks for that project...
Alpha on Android and IOS is really expensive
like so:
I learned the spline thing working on a project where I had to make arrows follow gas pipelines to represent directional flow. Kind of mundane, but there was a lot of on and off animations and with multiple pipe pathways that had to match voice-over.
Low Poly Christmas Contest
still wip for a Christmas Contest.
Amazing artwork guys!
Some of my other recent stuff
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[ame="http://www.youtube.com/watch?v=nt748oYI4Fc"]RMArena Tank model - YouTube[/ame]
Will try to blog a little about it too, but not sure how often I'll post:
www.gameartist.nl
started on a dragon today
972 Tris so far
Around 1190 tris for now.
Great first try
It was my first. Gimme time I will improve my skills quickly and model something creative
That's what SHE said...:)
@Akamo - Great attempt at that hand painted weapon tutorial , I think you have nailed it!
@Lean - Thats an awesome animation, it looks like the fingers flop a little bit when the arm passes the leg
Here is another mini hand painted study to accompany the choppa axe.
Assuming the 128² is correct, the 256² looks like a 512², and the 512² and 1024² look like a badly sampled/scaled version of that 256²'s 512².
I am using the default Max 2012. All I have done is changed it from smooth and highlights to flat and assigned a standard blinn shader to it, I will try it in some of the older versions of max and see if I get the same problem
I'll post the results on the main thread:
http://www.polycount.com/forum/showthread.php?t=92591
[ EDIT- I changed the background texture size and the download texture size in the driver configuration and that seems to have sorted out the problem , time to get all those screen shots again ]
I am very impressed with everyone's work here! Very inspiring. My 'INSPIRATION -> Low Poly Models' folder is a lot more full now. Really diggin' these, guys. I wish I had the skill to make these.
Maybe I'll post here soon!
The problem with the scaling was due to the default driver configurations in 3ds max that I completly overlooked. I have changed some settings and it seems to have solved the problem.
Many screenshots later , here is the updated texture size thing
@elementrix - That is a very good point , I didn't really think about overlapping the skull directly on the shield. I guess I got caught up in trying to fill in all of the black spece on the uv template. That is deffinatly something I will consider in the future, thanks
Can't keep away from the 80s at the mo! Wanted to go for something really chunky and blocky, CC most welcome.
870 tris, 512x512px texture.
At least I'm not the only one to remember the awesomeness of this series...
Should I have to give an advise, I'd say the space you put beteween the eyes and beard is maybe a bit too large, and maybe you should make it shorter.