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
Lol, I'm pretty sure this isnt a yearly thread. The first post is from like 2006, so....
And what with smartphones and tablets becoming more prominent (most people still use featurephones) I can only see the interest in mobile artwork increase. At least for the next few years.
It's this guy damn you! [ame="http://www.youtube.com/watch?v=OZ4c1X5ene8"]Ulysses 31 intro - YouTube[/ame]
(He is a bit Jesusy)
He is a bit Beegeegy too though you gotta admit
I'd never seen that cartoon, but I read up on the Wiki that the Beegee's were used for inspiration.
Wood painting practice .. really had problems getting a good wood structure down!
The shading on the side below the hoop is too dark. It should be as dark as above the hoop. And you're missing holes for the handle. (you're missing the handle, too, obviously, but that could have been broken/lost)
Yeah, I see your point with the vertical shapes, now that I look at it again. Looks gnarly. I also agree on the shading below the hoop. I didnt realize that this area is already at the point where the upper light source is completely gone and only environmental light is left. As for the handle, true again, but I really only wanted to paint some wood. Thank you alot for your detailed feedback.
9skulls Thank you alot!
@Baddcog Yes I admit it, I used Ulysses as an excuse so I could do a Beegee!
Thanks! Sure.. I also fixed the shadows that were too dark.
@eld Wow, love that scene.. works good.
achillesianThank you. Definitely agree with your thoughts. This would not work in a dynamic environment. I guess I would have to minimize highlights and even out shadows like you said. I do however still like some kind of 'artistic' painted in shadows and AO to some degree, depending on the shading of the engine/renderer. In this case I would most likely still keep the inner part of the bucket darker than the outer part.
Looks great, but surely that wheel wouldn't turn? Or would just fall out, I think the axle should go through the wheel. Great work on the texture though!
I'd be much happier to wheel that about, brilliant job
I really dig the style and colors, well done mate.
The bottom shadow looks a bit too strong, even if you were to only use it static on the floor, I would suggest tuning it down a bit.
Looks good, thanks I really appreciate that. There will be more work soon, prolly some kind of outdoor stone+grass stuff. I will try this. I looked into some games with similair styles today and realized how much of a role the ambient lights play.
Also, the last time this thread got its rules updated was only about 15 weeks ago and it said
1978 is definitely not sub-1000.
edit: I'm not saying this just to be a dick or anything, but it would simply fit better in the WAYWO. Heck, I've seen lower poly stuff posted there but not here: http://www.polycount.com/forum/showpost.php?p=1492057&postcount=47
As for the model itself, It's nothing too complex, really, so I don't see why 1900 triangles are even needed. I think you could have it look 95% as good at about half that.
I like the tex, but I think the stripes/shadows in the pants kind of kill it. They are already pretty busy with the camo.
Everything else has great detail that reads well. The pants appear to be quilted, so I guess if that's what you're going for it's good. But maybe tone down the shading or just make them green?
Ya, they are supposed to be similar to those russian WW2 winter pants, i tried it green but theres already enough green on him so it didn't look good. I'll goof around with it, i still have it on a psd.
I have a proper extended version coming up soon!, with some fixed up art and better gameplay, and hopefully at the end of the day It will have some audio too.
haha eld, man i was like
HOW THE FUCK DID HE DO THAT CHAMFER WITH JUST 4 TRIS
then i saw the corner ad was like
o_O
then i read
phew!
Screw you Eld, screw you.
Just wondering, how does it look like from different angles? I know there is one in the background, but it's a bit difficult to tell.
Haha, thanks :P
It does break in certain angles, but hopefully it shouldn't break the illusion too much.
Here's a work in progress playable of that area: http://www.eldpack.com/ld22e/
You should totally make a thread for this game if you haven't already.
very simple object yet , done perfectly, sir!
What are your plans for that game btw? If you're willing to share the information ofcourse.
I'm gonna guess he dithered it by hand.
Eld: It looks awesome, is it going to be used for anything?
Thanks alot!
Heres a new fast practice.. painting some basic foliage/grass..(Diffuse + Spec) Not very happy with the way Marmoset does Alpha. Had to take a screenshot (Print button) instead of using Marmoset Toolbag F12 because the result was that the 100% alpha areas of the grass would turn 50% grey. Does anyone know how to fix this?
don't forget to add azerty keyboard please
who can gift/sell me low poly animated characters (150-200~ polygons)
contact liarshonesty@gmail.com
thx