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
@cloudkookoo A great start for your first, however theres quite a few wasted polys and the front, specifically the belly/hips is looking pretty flat.
Again Sveen, stunning.
alright I think this fella is finished!
Hey man, cool to see that the project goes on!
Really sweet work
718 tris is fine if you have about 4 or 5 or these on screen. If you are aiming to run on a 3gs imagine your game level and characters on screen and how many tris in total that would be, if its less than about 8000 tris you should be ok. Iphone 4s and ipad 2 will run a lot more than that though. I think a 256x256 texture will probably be enough unless those things fill a lot of the screen space. Good start on texturing, try and get that strong sense of light and shade light the concept then you could have the game use self illumunated or baked lighting but that all depends on the art style you are going for.
Edit: Added more modular pieces
Neox: Hey man, thanks! The project is coming along, tons of stuff to make still but that's what you get with only four guys on the team . Will try to post some more stuff soon.
Looking cool but the arms seem a tad stumpy. Could do with a bit more length and perhaps the gauntlets could be larger for a bit of added interest?
nice posing, by the way.
Dont really get to do texture stuff anymore so was good pratice
Thanks man, seems obvious but I've not really thought about using ZBrush for low poly, makes sense! Awesome work
I had to replace the ship by another. I used this image for inspiration: http://1.bp.blogspot.com/_fjSBdTeSr08/SHENldSU1uI/AAAAAAAAAFo/rAPhE1j3uqw/s400/vehi_feng_image20.JPG.jpg
I also changed the enemies and the song
It had to be in less than 700 triangles, and an only diffuse texture of 128x128.
And there's a video in-game
http://www.youtube.com/watch?v=G5w6wGgGhHY&feature=youtu.be
Put together some shots of my tank mech- I'm still not sure whether a 512 texture sheet is too big but I figured if it were in a game you'd only battle one at a time alongside a few soldiers. I did try a 256x256 texture sheet but it came out a bit blurry. Any crits are welcome because I may redo this one.
how did you get the texture below to show up on the uv editor?
n88tr, check this out, it explains that. It's in Max, though- and so is Snader's. Not sure if you use Max or Maya:
Lovely stuff here shadow. Lovely painterly style. Might I ask, how would you use this modularly? Are things like the horns, head and base all detachable so you can use them to build different totems?
I've been working on a new original character- just wanted to get any feedback on the topology seeing as he'll need to have a good range of movement- I know the hands need more work. I may actually just make them into low poly fists- he's already at 888 triangles as it is. Cheers!
Tysho: totally stoked about that guy, I cant wait to see more!
EDIT: did a little bit more with the texture and got her posed.
Derp!
working on our upcoming ios title. doing style tests.
Absolutely. While I don't have any immediate plans for re-purposing, I built this guy in separate pieces in case he would be needed for other projects. Head, horns, body and the bottom stand are all separate modular sections. Thanks for the kind words
Yeah really cool. You should build loads more heads, bodies and extra bits and make a big modular set.
This is my first ever full character model.
The Doctor and his TARDIS.
Hello,
I just saw this thread and wanted to post an art test from a while back. The original artwork is done by Max Gon, at ArtOfGon.com
The model is 997 tris, rendered with a surface shader with a 512 diffuse and 512 alpha map, hope you like it!
mike
Wonderful model. I love her drawing and colors. Congrats, sir!
Been working on a tower for a little project, the main base will be used for 3 or 4 variations, this being the first. I'll be adding a little more detail and a door next. (Scene is in Unity)
Thanks! I dunno about high specs, I haven't tested the scene on anything other than my desktop. At production level I would probably bake the lighting and certainly reduce the amount of grass.
you should show off your low poly in your portfolio more, good stuff!
Some more of these things from our iPhone game; having to knock them out in around 3-4 hours each. Gotta love crunch!
Flanella - 918 tris
Snooty NPC - 856 tris
Snooty NPC - 694 tris
NPC - 822 tris
Fooga Smooga - 440 tris
Ron Swanson