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
I accidentally deleted the previous stuff I was working on, which I'm pissed off about, so I started working on a low-poly version of Viola from Timesplitters (please let me know if anything should be changed before I start texturing):
keep up the good work though.
sub_roland, your poly distribution seems odd. Feels like you could redistribute a lot of polies to the bigger hand so you can make solid fingers instead of planes, which would sell his larger hand much better.
Started on a bionic commando model. Started off with basically realistic proportions, but decided I was a bit bored with it, so i reshaped it to bobble-head proportions. Head's still quite wip. I'm going with with the hair in the original concept art (loosely tied back) instead of the [imho] awful-looking straggly hair of the current shots.
old
update:
the bionic hand has been modelled in both grapple and "hand" positions. I figure if this were in a game, it'd just swap the hand models as needed.
The fingers on his large hand really don't work right now, and they're also 4-jointed. You could get rid of the geometry for where his shirt closes, that's quite overkill compared to the rest of the model. This would allow you to give him a solid hand, as this sort of thing doesn't really work to portray something so 'chunky' as his hand. You could also get rid of a loop here and there, like the one around his bum, you could stand to lose that one, I think. Also, I think you could go for some less soft lighting on his texture. Put in some more highlights and details, maybe paint in some lighting coming from below (light bouncing on the floor...), darken the remaining shadows, give the creases in his clothing some more depth, rather than being single lines...
messy paintover
Bobble-ionic Commando!
i haven't unwrapped the bionic arm yet, but it'll be on a separate texture (64x64 maybe).
another pimp fitting more the LP render rules :
Thought i'd ease in with a low poly, from a recent competition. enjoy!
I would suggest a really low rez texture version with pixelation / no blending on the textures, could look interesting
Haha awesome!
@Mactom
That looks very nice.
Maybe get rid of the grain on the wings and make them more shiny.
I still didnt finish it tho lol
hawken - Thanks, and nice idea!
good stuff!
working on a new model, not really sure where im going with it, but this is what i have so far.
tennis, cant wait to see the texture!
Another insect : Dragonfly
Wireframe : http://img02.picoodle.com/img/img02/4/3/26/f_wireframedrm_10b2596.jpg
nevertheless, if you were to present this 64x texture as finished, I'd tell you to rely on your drawing-skills to make it work, as the downsizing entirely ruins the detail of the photo you used. Paint those 'veins' back in, for starters!
Same thing with the ladybug. Those spots could be a lot sharper. Don't be afraid to push the contrast, either. The spec you added is barely visible. Crank that up.
also: when texturing i wouldn't use gradients, but paint everything myself, because that gives better results and is much more controlable.
keep it uP!
I realize that my texture is ever more horrid than my model, but every crit that comes in while I have time to fix stuff (I have to write 2000 extra words for my dissertation so I might not be able to do it) will be much appreciated.
The first two pics are identical, except for the diffuse map, which is sharpened in photoshop in the first, and the unsharpened is the second one.
Please advise on which one to use and if anyone has any tips for the hands it'd be great. The seam is too obvious right now.
I also am a horrible person: I couldn't put detail in the face at 256x256 so I scaled up to 512x512 and scaled down in the end
One last thing: I hope it's somewhat clear who this guy is supposed to be?
tl/dr version: does anyone understand who this guy is supposed to be, and do you have any tips to improve him? 512 tris, 256x256 diffuse.
/edit big thanks to Ferg for the tips!
Hahaha what is your dissertation about?! Seinfeld or the whole N-word shpeil that happened with this clown? either way, good likeness, face could probably be worked on some more, try zooming in deep on a reference photo and try to get the likeness to match up as much as possible.
It's sad, but you know, the character of Kramer is the archetype of the good mannered guy who would never do something like that and I chose to keep that in mind when working on this model.
/end babble
Anyway, I'm doing 3 models for my dissertation, 2 normal mapped ones and this, plus a 10k word report.
Do you think the face could be improved on the texture or would I have to edit the model too? I spent most of my painting time trying to get the face right, with references and everything, but it's fucking hard man. It actually is my first model at <500 tris and 256x256 maps, so my technique really is crude - the fact that I generally suck at texturing doesn't help either.
One last thing: I hope it's somewhat clear who this guy is supposed to be?
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Eh that's Kramer. I would recognize him anywhere and in any way or shape . His hair could use a bit more work. Kramer's hair is curly and messy like a bird nest, not spiky.
[EDIT] the texture is edited to a power of 2 !
my favorite console made with 12 tris and a texture of 128*64
[EDIT] the texture is edited to a power of 2 !
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oh this demands just one beveled corner!
madPXL, 128x96? Thats not power of two, so it wont exactly be nice on the eyes.
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I was under the impression that handhelds like the DS don't necessarily need textures to be a power of two.
I reworked the low res textures :
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madPXL, 128x96? Thats not power of two, so it wont exactly be nice on the eyes.
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I was under the impression that handhelds like the DS don't necessarily need textures to be a power of two.
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Ohhhhhhhh, software rendering... Yeah its possible, but its also slower to load them into memory I believe?
Also madPXL, I'm unsure why 12 vertices rather than 8? Is that just for the texturing?
The DS does need textures in power of two format.
Also madPXL, I'm unsure why 12 vertices rather than 8? Is that just for the texturing?
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8 ? how you want to make a full box with 8 vertices?
lab- 8 verts, 12 tris
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Doh
this was my initial drawing:
this is how it looks in the flash engine:
the flash demo
be sure to duplicate the hair polies, flip them, and attach so that you can see the hair behind her head in the flash demo!
looks great, the face to use a few more details though.
madPXL:
looks awesome
were meant to do a fake mockup of Fzero DS as an aprils fool, but never got further then modeling the blue falcon. so i thought i would just share it as it is.
The blue falcon looks terrible ! I want a F zero game on my ds lite now
maybe you can do the next days a mockup like what you did with the great kid icarus !