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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Tonight I made that funny guy from machinarium, he miss some more details but i got bored of him fast :P
And his belly button looks like it's were his chest and belly meet, should be just poking out behind the buckle
Pants are looking alright but maybe a bit low on contrast.
@Baddcog Thanks for the feedback, I agree the helmet needs something extra, I started with an eye slight and visible eyes, but thought I might try the blink madman look instead. Belly button I shall move and pants need refining and detailing too.
Moar later today
@jmg06 Really nice! There are a few areas that stick out to me though, the cuffs around the wrist could use something more, and the boots also could have a little more detail? Face is very cool.
@Seyhk that little guy is freaking adorable!
My bad. Was meant for big WAYWO.
Still, solid work here, guys, keep it up!
check them out in action in this vid
thanks
Those are so delicious. I love tight and impactful (is that a word?) designs like that. You've found a way to make crates, the old video game standby, look fresh again. Especially the green one.
I agree about the subliminal message though, lol!
Yes, I understand your mind, technology is pushing all the spec to another stage. But in other hand, we could consider this thread is aligned on the actual low-end hardware (like smartphones wich doesnt run Andro
It is perfect to demonstrate low-poly character that have a soul, outline and use minimum resources. This is just the way it should be instead lazy developers and poor rush asset preparation.. Sub 1000 is actual even on modern smartphones.. I'd like to draw more variaty instead waste budget on one thing on screen.
I like this thread a lot. Watching closely.
Poly waste is everywhere. I agree that we need to keep this thread pure.
a) Infinite Blade has all of 2 characters on screen at once, and zooms in to cull most environmental polys when they show both.
b) You see extremely clever workarounds for problems that wouldn't exist with a higher count.
c) Because of that limit I've seen characters that are n64/DS spec but (except, perhaps, for their textures) look Xbox or higher.
d) Less sloppiness!
1.4k tris
130 tris
Still avoiding rigging like the plague, done a lil snifit...
210 Tris, 64x64 Texture
Leisure Centaur: lose that rigging fear, when you finish your first, you'll realize it really isn't such a big deal. I really like what you did, as usual. I dig your mario characters versions, full cast maybe? ahahah
Would love to do more Mario characters, got a real soft spot for b-team sorta guys, non-spotlight sorta thing. Probably good if I knock out a few more original designs too I suppose!
J1ll: Cool, he looks like some kind of robotic animal to me.
Would be nice to see it rigged later.
well done everyone! :thumbup:
My little ninja
This is cool! what is it?
362 tri, 32x64x4 texture (16 colors)
looking back I should've pasted a photo on her face for the lols.
Red = Remove the edges
Blue = Add new edges
Green = Collapse/merge into one edge loop
Also I'd either make the belt much bigger so that the polys you've spend there would really come to use, or remove the belt mesh altogether and just texture it in.
@leilei Very nice. You really captured the N64 feel to it. Although the texture does look muddy and stretched, it does really give it the authentic look
And he is more of a medieval Ninja, I made a blade for him thats on the texture Ill post it tonight.
Thanks for the feed back
Because pixels are the best and that's not a fact but it could be.
Heres the fella that Ive been working away at, still plenty to go but I thought Id post what I have so far.
Also, Moesly, really nice trucker guy you got there. You going to model the vehicle as well? That'd be cool. Joint loops around his elbows seem to be on the wrong side though.
Hi there,
long time Polycount lurker here, thought it was time to try to contribute a little as well. Just wanted to show some character work from the hack n' slash rpg dungeon crawler we're working on at Blink Studios called SKAR, going for a norse fantasy setting. We are primarily aiming for an iOS launch which will then be followed by a pc/mac release, so we're making all assets with this in mind.
This is a troll boss and currently weighs in at 475 verts/876 tris, 1x1024 map which is downsized for the iOS version. As always with development for mobile platforms, all models are works in progress and will most likely undergo several optimization steps along the way to achieve a stable 30fps on mobile. Will try to post some more stuff from the game soon!
I fucking love this
I'd love to see more from the game - and textures!
Too sexy to not move to the next page!
Well heres what Ive been up to, would love to hear some feedback:
The texture is a bit blurry still, could use some further hard lines to define it a bit more. Also, I think it would be nice to paint in a bit more self-illumination (as you did with the chest) on the shoulder pads and the eyes, particularly.
Try setting the image to grayscale in Photoshop, to check values.
Great job so far though, it's coming along nicely!
Agree, that is one sexay troll.
I've got a couple of questions for you guys if you're willing to help me out- here's what I've currently concepted/ am working on:
This tank/mech thing is currently sat at 718 triangles with a 512x512 texture sheet- I've seen a lot of incredible stuff here and would really appreciate any feedback- would this triangle count/texture size be too large for an iphone/ipad game? It would play a fairly small role in the game (if it ever was a game) and would be an enemy for the player to battle. Also any tips on creating the texture would be awesome!
EDIT: I know I've deviated from the original concept somewhat... consider this is a test run
Thanks for the kind words guys, very much appreciated.
Here's some wires/uvs and a texture sample. The edges/bleed is not prepared for mipmapping yet as you can see, this is just the 1k map before downscaling and edge fixups, etc. Additional mesh optimization is in the works, several places to save a few inconsequential polys here and there. Every little bit counts!
@ Bill Lowe: Thanks! I first make a "as-detailed-as-needed" zbrush sculpt, decimate it, bring it into max and project/bake the hires details onto a lowres model with decent uvs to get my diffuse base. This projection usually turns out pretty rough on such lowpoly topology but it still saves a great amount of time and gives you a very nice starting point to continue hand-painting on top of. Then it's all photoshop and Viewport Canvas (max) from there on, pushing and pulling verts around, adjusting uvs, removing seams, and so on.