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
Finally i had some time to work on some lowpoly stuff again
Here it is:
it's mostly photosourced though...:poly133:
oh crap, forgot to include wireframes in there
EDIT:
wire:
That said: It looks like you've made a mouth that opens but I don't see any texture area for it. If the mouth doesn't open, I'd almost think those tri's you've used then to define the lip could have been better used elsewhere. Also, might just be this craptacular laptop display I'm viewing it on, but the texture looks a little bright and noisy for this res.
Knock down the detail a little bit on some areas and paint in your large forms more strongly.
The mouth is closed, i added the lips so it would be looking cooler, but when i think about it now it would probably be lower in poly count to define the inner mouth in stead of the lips . good call.
I'll go back and paint in some major forms after fixing the inner mouth. thanks again!
Great looking model nonetheless.
-caseyjones
Thanks Casey! :poly003: I'm sorry for making you a sad panda, maybe if I feed you peanuts we're cool? :poly004:. I photosourced it mostly because for my job i have to do that too, and i thought this was a good way to practice those skills (lol, copy, paste and free-transform) yeah, that's right :poly003: I got a job at Perpetual FX Creative thanks to polycount :icon60: (even though i need to do my A-level exams this year :poly121:. Yeah.. i'm braggin' :poly136:)
These were my refs: concept
I'd just like to introduce myself (being my first post xD)
My name's Josef and I'm 15 years old, started doing 3d and texture work around a year ago
Anyway, on with it...
Pinkydemon
Made for WC3
712 faces
Back robotic legs made by Infinitynexus (He doesn't go here, so you wouldn't know him I think)
Big texture >.<
I really need to practice texturing more.
SuPa, great work with the pinkydemon! Keep it up
Thats who I used in TS2 for multiplayer too! (and of course the snowman), I loved the aiming system in that game.
Anyways what has happened to the sketch thread? Did it get lost in the website re-design?
Cacodemon
Texture painted over by Werewulf, base texture done by me
Model by me
My cacodemon model imported into WarCraft 3
Model on texture is resized to 256x256
374 faces
looks good okno!
all of your stuff looks really good. you've got a decent handle on texture painting so far, too. i bet we'll see some very nice stuff from you in the future.
well there are a lot of polys there that don't really define shape. specially around the eye, nose, etc. you can chop them off without any decrease in quality, and throw them somewhere else.
Armored dragon
1224 faces (triangulated)
I need to fix the retarded wings texture xD Any suggestions for how I should fix it?
BUT we need to keep this thread for Sub-500triangle low poly art. This thread was intended to be more along the lines of DS and PSP specs. If you wanted to you could post these in your own "sketchbook thread" or the "what are you working on thread".
Keep up the good work.
I'll just start posting some lower poly models, then, once I get to making some
-the silouette of his arms
-torso length reduced
-logo size reduced
-eyes moved down and towards the middle of the head
-hands (verts) adjusted
-shoulder edge loop adjusted
I plan on rigging him so hopefully I'll get around to that....
here's the design: http://img412.imageshack.us/img412/2020/robo4ge6.jpg
Should do something about the stretching of the tracks at the front though.
this is what I came up with, its actually 240 polys because I tweaked it a little and forgot to update the numbers. I've referenced off a few games so far and I can't seem to point out a good balance in polys. This here seems to have cleaner topology than the basic units in Warcraft 3 but doesnt animate worth a crap, unlike Act of War's infantry animations. Also the newer RTS games seem to jsut be getting more complicated in their infantry, referring to C&C Tiberium Wars, and Supreme Commander. If anyone has any info to offer me please, im all ears
also, what you have looks closer to 500 polys (well, 500 triangles that is). you could really shave off a few around the armpits and head and add them to the areas that really need to deform well.
GsKanible: Try to make him more dynamic even when he's just standing there, like this example from Prom's general art tutorial.
Just an ARRRRRRRRRRwing and Wolfen from me...
Here's something new I'm working on, would love some crits:
EDIT:
I'm a noob xD
newbie at this stuff :poly005:
They're all around 400 triangles each and have texture resolutions at 128x128.
very cool
would love to see the texture.
Weapons have their own textures for changeability. I kind of feel I wasted some space here and here...
I'd appreciate any feedback.
a.leigh, the texture could do with more work, a lot of the creases don't follow any logic. Think of where the cloth would be stretched around, try looking at you own clothes for help.
Tris : 396, Tex : 128*128 + alpha texture
I see that the majority uses this resolution...
madPXL: although I really don't like Toriyama's style, that guy just looks awesome.
Wizard would be cool, yeah. What are you making these for Dr_Greavling?
324 tris
and the texture (32 colors !)
It was hard to get it to look right because I only had the front image and i'm used to having atleast a front and side.