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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Here some weirdo plant , for the scene..I think I went to much back in time with it. In my eye's it looks to old school..
Here's a paintover with all the proportion tweaks I would do:
I'm going to get color worked in there for sure, but that's why it's work in progress
Right now I'm still designing the game and trying to plan ahead for how the environments are going to look. That's going to really affect how I color it; I wouldn't want certain parts being hard to see
@Snader I never thought of having set modular textures...I don't really have experience doing that to an extreme degree, so I'm not sure how I would distinguish certain parts with more detail than more plain areas. Right now I can get the texture to 512x512...since there won't be tons of ships on screen at once I don't really see it being an issue having set textures. This isn't going to be something that's REALLY HUGE that you are flying around.
Here's an update, but I haven't addressed the color issues that has been stated; don't worry I'll get to that
Once again here is kind of a mock scene environment
I'd like to emphasize that everything seen here is made by me, except the planets. Just did a search for Red Planet and grabbed that. It will be replaced, just used it for test renders
I'm still not sure how the game is going to be handled on a shader side. I'm pretty sure I'm going to end up using spec maps on it, so I don't want to make it too bright to completely blow out the specular. I plan to work on it a bit more this weekend, so I'll update again once I get it to a better point
Gradually putting up proportion and volume. Also, now with the head.
The female one might need alterations (note to self: Use Sakura Kinomoto's head as a base for Bishoujo body types)
@Moesly That presentation looks marvelous! The idea itself is very neat. And it's very neatly executed! I'd love to see more stuff like that around here. About your model itself, I would listen to what tigerfeet said earlier. Just modify the measurements a bit because currently he does look kinda stump. Give more length to his legs and maybe even bump up his muscles a bit to give his silhouette more that super hero -look.
Little bit of Disgaea/Cave Story fan art here...
560 Tris, 512x512 texture. Any texturing tips very welcome! Trying to make sure he has an even amount of detail!
Based on this lovely illustration (Artist unknown) http://bulk2.destructoid.com/ul/193536-Cave.jpg
Going to attempt to rig him up tomorrow and do some animations.
I'm curious about how the wings/arms work.
I was following this pic maybe too closely...
Guess I'll find out how it goes when I try riggin him!
Wind up frog (546 tris, 1 x 256/256) these little dudes look funny swimming about
Apple (564 tris, 2 x 256/128 )
Still need to make it a cool head.
Love this, is it for an explorable world, ala Animal Crossing DS? Or is it a Crash Bandicoot style linear path sorta thing?
Delko: Very nice indeed, reminds me of those mini Transformers fomr the early 90s
I want this rendered out as super high res to put on my desktop xD
Is it simply to detach the parts of the mesh that you want symmetry on and delete half the mesh and unwrap that part and then take symmetry on it? Will that work and is that they way you guys are doing it?
Thanks!
that should work yeah.
Another question, when you unwrap a plane will it automatically be "2-sided"? I mean will the same texture be visible on the other side of the plane?
i hope that you understand what I mean.
I'm currently working on a lowpoly school project for this friday, and I've based it on some sketches and an amateur painting I've done;
And this is what the mesh is looking like right now;
I would love to get some feedback/tips regarding the mesh.
Right now I'm struggling with a tiling grass texture, I've saved tris to make alpha planes and turn them into grass later on. But right now I'm struggling with creating a good looking tiling grass texture, since it just feels off to have grass being flat!
The restrictions I have are: 1500 tris and a 256 diffuse(alpha).
Edit:
I've changed it a bit and added a CAT rig.
http://imageshack.us/f/201/tf2snislgr02eo4.jpg/
http://i4.photobucket.com/albums/y121/wootmonkey/Art/tf2scout.jpg
Also you have some unecessary polys on the head and torso that don´t realy change the silhouette. Keep in mind: Only leave a poly if its change the silhouette and if it will be noticeable ingame. (e.g, your nose is too small and noone can notice its silhouete in a small character)
Does it make sense?
Yeah, I understand. I did rework it a bit and took out some of the poly's on the face and such. I just need to get a little more used to working on 3d models. I seem to put some polys where they shouldn't be. Thanks for the advice
This is so lovely. Could post him from other angles? And maybe wires and texture?
It's not SUPER low, but it's pretty low by today's standards, so I hope it's okay to post here?
I'm thinking about making a character to go with the gun, but I'm super intimidated by character work, so I'm not sure yet, especially since everyone else's characters have been so awesome!
EDIT: Also, I know it doesn't look EXACTLY like an mp41, I took some liberty with the design to make it more cartoony and hopefully more interesting
EDIT: Made a few adjustments per a friends advice, as well as tested a 128 texture
[IMG][/img]
Sure thing, I'll rustle something up
@Colin, looks pretty good. Though I think you could probably get by with a 128x128 just fine. And you could fix the smoothing groups on the clip, it has round shading as is. But they style/proportions are really good.
Thanks for the feedback! I also got some feedback about the colors, so I updated that a little bit.
I rendered with a 128x128, and you're right, I think I could make it work, but I feel like I might as well poly reduce it further if I was going to go that route. Like I feel that the tri-count to texture size ratio is pretty good currently, does that make sense? Or am I mistaken?
Also, I'm going to go back and scour this thread for examples of characters and their poly flow and rigging, but any tutorials or great examples you guys know of right off the bat would be super helpful
The tank and armored vehicle are 446 and 420 triangles and 256x256 textures in the screen grabs bellow.
i wouldn't worry about it too much though. Nice prop> onto the next.
Again, any feedback would be great.
shaka that Hulk is so cool I had to save it.
here's another model i can finally post.
Not to be boring i'll be posting one model from the set, and 2 texture versions. If anyone wants to see more of them and wires for every model i'll be glad to post, because i have like 5 cars with 6 skins, and tons of exhausts, wheels, lights bla bla, for in game customization.
924 triangles without the wheels, and a 512x512 texture. In game it used a 256 or 128 version. This size was used only for the garage part. All other textures like the lights, spoiler, neons, exhausts are small 16, 32, 64 textures.
I want this as wallpaper too!