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
are you using unity?
Of course! Hm. I forgot my name here is just 'Snader' and not 'PixelSnader'. Anyway, yeah. I do pixel art, and this is for a game I'm working on:
http://dl.dropbox.com/u/448525/SnaRunner/SnaRunner.swf
Swipe (click, drag, release) right to start running, swipe up to jump.
It's quite rough, still, but this link will be updated with the latest version quite regularly.
It should end up somewhere alongside iPhone Mirrors' Edge, and Canabalt.
I'm new around here and very amateur on 3D.
I've been looking around this thread (seen almost 200 pages lol) and loving more and more the lowpoly modeling chalenge. Many cool stuff here and some with really amazing details for low poly count.
I'm going along with and share something I made in 2009 while trying low poly modeling. Hope to get some feedback.
I'm trying to get back on 3D and also on creating my own textures.
This barrel here has textures made from pics, so it doesn't have that same feeling like some works have around here that gamming touch.
I know I can probably reduce the poly count and that map, to make it repeat the texture. But, as I said, this was made some years ago and I don't 3D experience, specially on texturing.
You guys keep up the good work on this thread, cause it's really inspirational
EDIT: some quick updates
Low poly speaker, actually just a rectangle with pixel art skills applied.
old Farmer for current iphone/ipad game,
textured ever so lovely by hev.
[ame="http://www.youtube.com/watch?v=xcyeteczWgg"]Order Up! (Wii) - Trailer - YouTube[/ame]
Lil ships I'm making for a possible iphone game
oh, and 500-600 tris each
jramauri Thanks so much! Loved your orc, I had it up as reference for painting styles just the other day!
woodesh - Cheers! Farmer George is looking ace! Are you swapping the whole texture sheet out for each expression or are you using some kind of UV shift/head swap each time? Ive always wanted to try out that kind of technique!
We are indeed using Unity, although the programming and game design is being done by another studio entirely. Im only dealing with the characters and lighting when we come to that, and hopefully our awesome one man animation machine can post up what hes been doing soon.
As for the gameplay, I guess its best described as a side-scrolling 3d beat-em-up with some platforming elements. Youre a freelance pest controller trying to hunt down and capture critters for profit, although along the way youll be met by NPCs wholl give you the option to clear out especially big infestations where youll switch to a variety of touch-based arcadey mini-games. I think!
Fabio Cheers! Hopefully once the gameplay starts getting fleshed out we can get some videos up!
snader Thats too cool!
Delko Great looking tree! Would love to see your texture sheet!
Anyway here is a screenshot from a small project I am working on at this moment.
Still need to fix a lot of things like uv map , clouds , vegs , etc.
Well , basically you are this Astro dude that is travels in space and harvest materials on small planets and kills monsters etc.. I hope you can get more info out of the second picture.
Kind regards,
Oleg
stabbington - im just going to swap out the whole texture maps, if resources become an issue ill probably behead him and give him his own map. udk materials really don't hog the virtual memory that much.
Mr. Wade Wilson aka Deadpool
A 360°-View is coming soon...
EDIT:
That's so funny ! I need to do one now
woodesh - If it works, it works! I shall thieve this technique one day
how do you come with ideas for charcters like this? i rack my brains and i just can't make silly characters to texture.
Here's what I'm working on at the moment- not sure whether to leave it as it is or work into it some more after I've finished putting some jewellry on his hands. Suggestions are appreciated, though.
He's 778 triangles with a 256 x 256 texture.
update
sort of a mock screen with a camera angle for this part of gameplay
Updates on the next page :x
They are amzingly skilled people here.
Here is my recent work, some low poly thief :
NICE SHIPS, really nice, if textured! I bet your design inspirations are from Gundam, and Star Wars.
Pic: Minerva from Gundam SEED Destiny (from Sunrise)
Moesly, I love your presentation. However, I think he maybe looks a bit scrawny, or maybe it's the porportions. Heroic comic porportions usually have the heroes being 8 heads tall, this guy is six. I also think his collar is too low (in you're reference he's looking up) and he's missing that sloping muscle from his neck to his shoulders above the clavicle (my anatomy is rusty)
I did a paintover though
I'll keep that in mind when I get back to polishing deadpool.
Moesly: if you plan polishing him, maybe you could consider making his legs longer. they look a bit short now. It would also add a head tall doing that.
Another shot of creating low poly character bases.
Basing from:
In attempts to create a "pretty boy"/bishounen body type in low poly.
More specific questions please. Why are characters more difficult than props for you? If I know that, maybe I can help you cross that obstacle.
[SF]Three9
Nice model, but the texture seems to be rather boring, flat and dark. Y u no colors/decals? Also, I'm not sure how you're currently handling things, but this thing looks like it would work very well with a generic modular texture, that has a bunch of different island shapes, to be reused on other ships.
Tysho
Couple of crits: texture resolution seems to be uneven, and there are very sharps seams (most notable on the belly). Your face also seems to be overly detailed, you could use some of that to round out some larger shapes (e.g. top of the neck/ead). Lastly, the segments on the tail are unevenly spread, but I assume thats for a 'standing' pose or something?
n88tr
Simply by doing a lot of them. You seem to ever only be making weapons, so you'll never get better at character work. Just make some critters, and see where you end up.
Shiro_the Albino_Deadman
Sure, here are some images:
http://dl.dropbox.com/u/448525/keep/Polycount/cheaphand_95tris.png
http://dl.dropbox.com/u/448525/keep/Polycount/hands001.png
http://dl.dropbox.com/u/448525/keep/Polycount/hands002.png
Jakten_hizeme
I'd add a few more polies to the hands, and slightly round out the guy's hairline. Texturewise, your UV islands don't seem to be 'straight'. Try doing that next time, because it'll generally look a lot better.
Moesly
Some proportion issues (short legs, no hips, large head) and some small issues with the model. The buckle doesn't need that many sides, for instance, and you need to raise the rear-neck a bit to simulate the trapezius. I think the fists could be optimized some, too. And the head is a bit long (back-front, not top-bottom). Your texture only seems half finished though. There's no proper shading, just 'pillow shading', and the pixelwork is rather roughh. You're also missing some details like nose, mouth, and suspenders(?).
mcunha98
I agree with the rest. Too many polygons in the eye and mouth. Those would better be used for tree roots, or more detail in the top 'crown'.
Oleg
To get rid of seams, try making a cube with neatly tiling textures, and then subdivide it a few times. You can either make a texture that tiles all directions with itself (which is very tricky), or have unique textures for the poles, and only tile around the equator. I recommend the latter, because it is easier to do and allows for a more realistic feel, but costs texturespace. Example.
And to keep this from being just a huge wall of text, here's (something from) me.
434 triangles for the model, and another 434 for the outline. So 868 in total. No textures, just colored polies.