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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Otherwise the topo is pretty good to my eyes.
@9skulls
Yeah, my budget was 500 tries so I was already going over that, but the client wanted the bell ect. I would have liked to do more with the hand if I could have. The animations didnt end up being drastic enough to be seriously effected by the lack of anim loops around the arm pits, shoulders, and legs. Ill get some gifs up of those anims later on. Thanks guys
It is just for preview here but the texture could be lowered at anytime if needed
For lowpoly textures, this is what I learned too. Plus it just looks better to manually optimize your texture (while you paint it) than to size down the image in photoshop.
@osman: the new character model is absolutely lovely!
Is that Alex from A Clockwork Orange?
Thanks @lean, @badcogg and @tigerfeet for your excellent feedback and tips for my last model, I now pretty much get asymmetrical texturing! So I had another idea for a character and would love a couple pointers for some techniques which are currently witchcraft to me.
I've done a sketch of this little mage dude, want to 3D him up. In the little spheres there are supposed to be little beetle models that sit there as if frozen in amber.
I plan on making a little beetle model, but how to I get the effect (cheaply and easily) of them being in a transparent sphere? Is it a case of having a poly sphere with a 50% opacity texture? Any way to make it look nice and glowy? I've not worked with alpha channels on textures yet, hoping it's not crazy complicated!
Looking forward to see updates on that
The common themes among the better ones are contrast and a clear hierarchy of what you want the player to interact with and in what order. Hope it helps!
You can do alpha in the alpha channel, or another texture pass. But one tex is easiest, PNG is a good way to go and just give the sphere uv area a grey color (darker is more transparent) and everything solid white).
For a good glow you need an illum stage. Basically another texture with your alpha channel would work.
You can also paint some glow onto surrounding materials so they are catching the light. But it would really only effect the hat a little, so you definitely need an illum mask.
You may even want to just have a seperate texture for the globs. Then you don't need a mask for the glow, in 3d or game engine you can just make that material illuminated.
I'd just do a sphere. But if yoou wanted a glass bowl effect you can just use a smaller sphere inside the outside one with same tex, and invert the normals to give you the 'inside of the glass'.
its quite not finished - playermodel is still placeholder, need of a proper introduction screen, maybe give a try at gamecenter/openfeint etc.
gameplay is really simple - the coin with the faces has to stay in the screen - while all the blocks move upwards all the time. difficulty increases over time (speed increases and different blocks appear too) once the playercoin is out of screen, gameover. try again.
This is for sure precious help and feedback! Thanks guys!
I admit, the GUI style I have now is the same identical GUI style I used at the very beginning of the project. I liked it before, I still like it somehow, but you are right on all the points: it doesn't stand out... And shame on me, I'm noticing it only now!
Looking at that PlayPeep website makes me want to redesign the whole GUI from the scratch. And probably I will do it, my GUI is way below the average!
@Kio
Hey, it looks lovely!
Seriously, thanks so much, I feel like you should be getting a consultancy fee here, so helpful!
I shall look into getting the orbs nice and glassy, minimum number of tris for a lowpoly sphere?
I wouldn't say there's any set number, just make it look even with your model.
What does this have to do with anything? Absolutely nothing. Carry on. Great stuff here!
Also if you REALLY want to save polies you could not model the scarab at all, just put a couple planes in there with the scarab on as an alpha texture.
Though you really need to sacrifice big chunk of your texture for the orb just to make sure the orb's edges won't look all jagged up when viewed at close range. And to make sure that the critter won't clip through the plane.
I guess it all depends on how close will the viewer get to the orb. It'd also require the orb to be a perfect circle all around.. And it might still end up looking horrible.
Meh, just follow what Tiger said :baby:
This guy looks like so much f-ing fun congrats, if I were you I'd expand on this idea.
Awesome work everyone!:thumbup:
Anyways here is my good friend, Nibbles:
thoughts?
Here's the guy i'm praticing hand painting on, still wip
1000 tris - 512 texture, Sorry if the image is too big, i don't know how to size down here on polycount.
@GabrielP I agree with Seyhk, I think the texture (specifically in the hoodie) needs more contrast, more highs and lows. Right now it all kind of blends together into a blob. That evil face, is that just a replacement texture or is it extra geometry that you bring forward? Either way, I like it, reminds me of Annie in LoL
@Tigerfeet The evil face is just a plane behind the head, the head and the hood/plane have two separate bones rigged to them, so the head can sink back into the darkness to reveal the evil face.
I miss my zelda games..
This is a quick paint over with a suggestion of what I mean, I don't know if it differs much from the style you're aiming but whatever.
All I did was add some levels/brightness/contrast/curves adjustment layers, pain in some highlights in the eyes (some blue in the normal eyes and some oranges in the evil eyes), add in some fake ambient occlusion (which I tinted purple, you don't wanna just add black shadows, it'll look dull) and that was it.
Baking an AO from your low poly is easy no matter the program you're using and there are plenty of tutorials out there, I can help ya if you can't find any. Just add the AO bake in a layer on top of it all in Multiply mode, colorize it with a hue/saturation adjustment toa nice purpleish tint or something and you've got yourself a good starting point.
Personally Im a fan of the bit more detail I added with the wrinkles so I decided to keep that
The only thing I would nitpick is the teeth. You basically used that many tris to make them on an alpha plane, and they are only triangles anyway.
So just make them out of tris, save the alpha (expensive). It would also bake a bit more tooth detail in the ao that way. (right now you can see a very straight poly created line across her head (would you see that in game, probable not but...).
I like the toes pointed in when she is a girl and pointed out when she's a monster, it is a very minor detail but gives a really strong passive/aggressive vibe.
Details like that take 10% effort and give 100% gain imo. (don't know if you planned that or not but it works)
Well, another day, another lowpoly character, meet RYAN! the lion slayer.
Also, the texture doesn't line up in his inner arm.
Also, that doesn't look like any lion nose I've ever seen, kinda like a cow or horse nose I'm afraid.
I do really like his face, lots of character there
I Also need some advice on this
Ps: i didn't get the crossing eyes thing Tigerfeet.. can you explain more clearly for me?
Seyhk - Tigerfeet meant unfocus your eyes and see if you can distinguish the parts of your character.
had this going for a while, I don't think that I'll be improving it:
I'm learning blender with a view to use my models in unity and thought this would b a good place to find out what rookie mistakes I'm making.
Blender says this is about 560 ish so need to get rid of a few polys to get under a thousand as the model is mostly quads.
Tysho, Im so freaking stoked to see what you come up with, I dig the style.
Im in the same boat Tigerfeet, it makes more sense for low-poly models anyways. Of course tries do not animate well,s o Its not a terrible idea to keep some quads around areas that will see a lot of movement.
ad456m, if your planning on animating him your going to create some joints.
Here are a couple options for that:
or "more tris in this one"
Or my personal preference:
Tysho: Awesome painting.