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
Here's my try.. again.
Can't wait to see the final texture!
Hes under 1000 tries and I'm working on a 1024x1024 texture, will probably scale down to a 512 when I finished.
@Lean His hands were supposed to be closed, but i'll try to fix that, thanks.
@Gabriel fucking creepy, well done!
I know that i should put more love in the drawing, but i would like to see some suggestions before i put more time into this, any help is welcome please.
Edit: Scaled down the texture to 256 and didn't see any difference, so i'll keep on 256:(
Also, if someone could give me some points of improvement considering the rig, I'd really appreciate it.
And some wires:
> Download here <
EDIT: @Seyhk Wholy sh*t batman, that's one big improvement on the jacket texture! Great job!
EDIT2: A small fix to the uploaded file.
Very inspiring style!
Why did you make the hands so low poly?
Hands and face are the most expressive parts, therefore they should have a higher proportional budget.
They look like potatoes.
I'm here to invite you to these 2 contests:
9skulls: Awesome, added to the SDK thread.
sorry for the noob question, but can anyone tell me how to achieve those outline effect on your models/render?
After some good feedback received here, I decided to remake all the menu graphics for my iOS game. I'm almost done, this is what I got so far:
Apparently my upload speed is kinda dead, so I only managed to uplad thumbnails, sorry guys... I will update the post as soon as I can, with fullres screenshots.
Anyways, I'm quite satisfied with it, looks way more clear and readable than before! I still have to change the background, but I'm indecided if using a sand texture, or keeping something abstract like this one. :poly141:
@PolyHertz Thanks for adding, I sent you a PM regarding the file. Check it out!
@achillesian Expect us.
@walterlow In Blender go to Render-tab, search for Post processing -section below and check the Edge-checkbox. Also, as Skibur mentioned, you can fake it by cloning your mesh, scaling it up a bit (like 2-5%) and flipping all the normals of that mesh around. That way only the insides of the cloned mesh are showing, making it look like an outline (remember to add a solid color material to the cloned mesh, since that is the color of your outline).
@Mr_Drayton It's just a random guy, anonymous even, with a Guy Fawkes mask on Also, your menu is looking much better already. It's much more readable than before. Looks kinda juicy, too. Just a few more things, not that it already wasn't looking great:
Had no internet over the weekend and haven't really done much but trying to do the texture now so we'll see how that goes.
Had a look at your joint diagrams, excellent help and will definitely keep that in mind for future reference as i haven't seen the more complex ways before now.
@skibur, @9skulls and @Hboybowen thanks for the replies
This rules.
Will this work?
In any case, here are some thoughts about the topo:
@Leyto That's a nice model, looks a bit like something from the old Lucas Arts games. Are you going to animate him? If so, you'd need to add some joint loops there as well.
Sorry man, i was about to fix that but i was too lazy to unwrap the hand again then put everything togheter, thanks, i'll keep in mind that the hands are very important even for low poly characters!
all done in mspaint
So now that even mobile games are moving away from the truly lowpoly, we have to figure out what to do with this topic.
We could update it to accommodate current specs for mobile games.
That, or we could keep it the way it was originally intended, keep the triangle limit at 1000, and just go ahead and call it the Obso1337 Thread. !!
Royal diaper fTW!! x]
Edit: Omg link has no ears :O!
Still the polygons are nice and chunky.
Borderline, probably wrong thread, but probably works on mobile.
I'm pushing 700,000 tris with normal maps on iPad2 these days.
woah dude! is that in a game or just a benchmark test?
And? Would you post your Dominance War model on here? After all, that's only 10,000 triangles. Games like Virtua Fighter 5 and Street fighter IV would probably fall within budget too. Does that make them lowpoly games?
Hey man, you should take a look at tommy model. They are very low poly and have a great edge flow. The way the edge flow on shoulder is right now would give weird deformations when animated.
I have optimized my model down to only 2 tris to please you. My apologies for mistakenly posting here, i did not mean to offend you in any way
Well my last ninja was really terrible so I started over. Thoughts on the new one?