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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I might change few things later
very nice looking, ikke_998, I love those trees :-)
Unity sorts alpha fairly good though I think, might be different between polygons inside an object though, I'm not going for performance however, just simplicity in use.
Darken would be cheaper and not require alpha-testing I'd recon, but you're right, in a mobile scenario it would be very expensive and something like static vertex-baked mesh-pieces are better, I'm targeting the web-player+small download though and it's very much just a free experimental thing, so as mentioned recently, cutting out areas on the plane would definitely help, but then I might be better off removing them completely.
Also, I really need to start a seperate thread for this.
This is great, keep going!
Your trees also look like they are leaning to the right... I might just be seeing things again XD
Yes the middle tile and the right tile wrap well and have the same shadow.
But the left tile seems to broken and needs some fixing!
Shouldn't have missed that but my eyes where probably tired of looking at all those pixels!
here is a follow up in autumn colors and I added some roman legionairs to give it a twist:
Lol, looks pretty good.
because its orthographic projection or isometric and therefore objects don't get smaller by distance
My girlfriend has Pokemon White and I noticed it has a lot more 3D assets and it still looks great.
Zelda Phanthom hourglass also has a lot more 3D assets but I like the newer Pokemon style much better than the newer zelda games.
@Tysho, I dig him. Your topo looks pretty good, Not sure you really need the extra loop around the chest back.. only a couple polys though. Your joints should deform decently. Might wanna put that loop around the back of the ankles though.
I'd go ahead and just make a 3d tail, at least 3 sides. You're almost using that many tris anyway and nothing else on the model is super low poly (ie: you have full hands). So the tail would look/match better with depth. Also, the alpha sorting would cost as much on the tail as a few tris anyway.
You might also want to add another loop at the neck, looks like a character that would move his head a lot, so it would help deformation.
I don't think you need to worry about cutting down tris, he's already pretty well optimized and even handhelds should be able to handle that count fine these days. (assuming he's a main character, not a dozen)
He needs a pitchfork too!
Another prop done.
Couldn't resist!
@ikke_998 For some reason, I imagine Mario leaping out of that with plunger in hand XD
Here's my textured devil character- minus pitchfork (still working on that). Texture size is 256x256. Had some real issues with rigging him as it's all new to me- his head appeared to make his entire chest move. Wierd. But I'll keep at it- it's been a lot of fun so far!
Its like I'm really in the 90s!
free BSD's beastie gone havok? :poly101:
Naked-er too... Also, this may sound like a completely stupid question but what's free bsd?
http://www.ludumdare.com/compo/ludum-dare-22/?action=top
THIS IS WHAT YOU CAN DO AS A NEWCOMER?!
good god you must have quite a learning capacity
His mouth is awesome, it has tons of depth and how you got it tweaking a bit there is sweet.
I'd like to see a little detail on the horns though. Maybe a ring around the base, and maybe give them a little orange or yellow.
i made a lizard thing and here is a gif of his idle (or sometihng like that)
374 Tris - 256 colour
The gif came out pretty slow, but he looks kinda cute for me anyway.
I was originally aiming for around 1000 tris - he's currently sitting at about 1200, before props and optimization. We'll see where it ends up...
Think im done with this, time to move onto something else.
Half-Life 2 rebel.
500 tri on the nose (including gun and backpack)
One 64x64 texture for everything.
Would you put a slight shadow under the first rim the light hits?
Small scene I did. 999 tris, 2 512px textures, including lightmap and opacity
Stylistically I really like this, the one area that could use some more interest is probably the roof, making it bent or messed up in some area (extra sheet hanging off side?) would make it cool.
Man that's great. It has a very DE_Dust look to it.
Anyways, you can produce a better lightmap using always that 512x512 space and placing UVs by hand, leaving a bigger space for larger areas like ground and external walls. I'm pretty sure you will have enough space to make some detailed shadows.
As you can see I had a bit of left over space I could have used up. Would a 256x384px light map be acceptable within a studio environment? That likely would have helped a bit with the resolution issue. I didn't even think to try hand paint the shadows either.. Next time!
try to avoid odd ratio like 256x 384 pixel for any texture use Square instead, most compression doesnt like that .
source : http://programming4.us/multimedia/2454.aspx
keep it 256 ,( or 512 if you decided to make it bigger)
for uv space issue in lightmap, use vertex color for tiny object like tree , ground is the most important space.
if you think vertex color is not possible, just move the 2nd channel uv for the tree in the area that has similar/make sense lightmap color.
not having hanging cloth shadow on the wall, while feel a bit unrealistic, its better than having low resolution shadow on the ground. :-3
good luck in ur test