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
@Moose, we chose the faction colors some time ago, at the begining life faction (lightning) was white, but finally we thought that this bluish grey is more interesting. In most of towers the difference is evident, like the emitters (see the picture below), but in this case (blades) these are half faction towers (wind/life, earth/fire and earth/water) so just the half of the tower has the grey and blue color respectively, for this reason it is maybe harder to read. Next month we hope to have a beta of the game done, and if it is in fact hard to difference ingame we will fix this kind of details.
And some new models more
Awesome work Tucho!
Just making some props for a new mobile game. Time to get them unwrapped and textured!
Amg, this is adorable, i'm excited to see it textured.
One bit of feedback, the proportions on those characters seem quite uniform and a tad dull. Could the dwarves have broader bodies and shorter legs to make them appear more robust and stocky? The troll/ogre, would he be better with less of a neck, longer arms down to his feet almost, that sort of thing?
I think they just need to be differentiated a bit, do they all need to share the same skeleton or something?
@Leisure Centaur: The thing is that all these models must share the same mesh, because they're instanced ingame (the engine loads vertex morphing files, not skeletal animations), so the mesh and animation for these characters is the same and depending on the character some parts of the model can be hiden or unhiden using an alpha texture.
Most of characters has just 2 variations, this is a pretty extreme case as these 4 characters share the same mesh.
EDIT: in the picture below you can see what I mean. They are scaling at different sizes ingame but the meshes are the same and they're instanced for a good performance.
taking a break from all the projects:
50 tris
128 tex
@rabidbaboy Tasty! What's the filling?
my first post and my first low poly model.
I like it
Been browsing for so long and finally thought I would post!
My second attempt at low poly modelling.
CCCCP is supposed to be misspelled. Its a joke. I thought about adding even more C-s to make it more obvious, but that looked weird.
Cheers!
J.
Here is where Im at so far. Main guy is 770 polys with the shoulder thing and necklace adding a few more as separate elements.
Being my first model Im sure there are plenty of issues. Please feel free to critique. I'll probably try to texture him, but man, that whole UV unwrapping thing seems like a giant pain in the ass.
The necklace seems rather high poly in comparison to the other things on the character. Unless it is really important for it to be perfectly round I'd say you could reduce the number of loops on the sphere by at least half. The necklace part as well.
Also the birds legs seem rather square to have those middle edge loops. I would either use them to actually change the form into a more rounded shape or try to come up with a way to remove them. I've generally seen folks using four sided shapes on legs/arms put them at a 45 degree angle so the corners are facing forward/backward/left/right. I don't know if it is extremely vital to remove them but it might be worth looking into.
Awesome as always Tucho- they're some real crisp textures!
I really love the shape of the building and the colors you're using, but if I could offer some critique, it would be that the repeating of the wonky board in the trim (along the bottom of the two segments)is very noticeable, and that the doors and windows blend in with the darker textures a lot
Good job for the 2nd time. Try to improve your textures and it will look awesome!
Pretty nice models you've got!
I have a little suggestion, there are black shadow, putting some ambient color (just a little) in dark areas would be nice.
Keep it up!
thats a good suggestion, I like to put an adjustment layer with a gradient map onto my AO for quick colour in my AO.
anyway, good job, I really like it!
Anakin Pod Racer 1,998 triangles
1x512 texture
I know it's not sub 1000 but for the "size" of the model I think it's fair
I never really anticipated that. I'm sorry about posting in the wrong section still.
Yes, technically this thread isn't specifically for getting feedback on something you post, however, it's not like people don't give feedback in this thread or the WAYWO one. If you want specific feedback and critique, make your own thread
Just when you post something here, mention that feedback in welcome (don't make a whole new post about it). There is nothing wrong with offering feedback here. It would be asinine to even think that posting compliments is ok but critique isn't :P. So yea, stop appologizing
Sorry, didn't notice the broken link
@katana
Yeah, I was planning to put an animated texture for the eletrical connection:)
Here is the pod racer without the animation
I'm learning how to build low poly, modular environment pieces. I'm also learning how to light and render and environment. It takes time...