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
Here is my first atempt on this thread. Hope it will be OK...
this one is veeery nice...like that simply style
Stinkhorse: sweet lighting! and nice glass/transparent-plastic material.
joule: hello! It is ok indeed. I think the wheels are popping out a bit too much on the sides, but the rest of the shape i think is fine. BUT why is there a giant gray rectangle in your texture? if you add that to the wasted white space and shrink the wheel space, you could get like half bigger space for the whole van.
this looks pretty sweet!
where are you rendering this in?
started modeling something for a friend's 3d modeling class, but then i realized i won't ever get credit for this. crapcrapcrap.
ah well, might as well make it just "Good enuff" so it won't get recognition. :poly127:
Something like this would be a bit better maybe
Still some waste in the top right but there's not really anything else that can go there
@Rabidbaboy: It's in blender at the moment. Eventually it's going to jump over to Unity.
@Stormie: Best friends forever!
I would suggest not doing separated parts on joints. Some of them you didn´t realy saved geometry.
I hate when I have to do animation with floating geometry on joints. It is realy hard to make it work well (and normaly doesn´t.)
The polycount usage looks fine beside the joints area. Try to post "triangles" instead "polygons". Your model looks like has more than 464 tris.
Also next time I will suggest postiong more pictures (side, back)
Great modelisation and texture work!!! I'm just fan of it!
Much more mobile-friendly compared to my previous attempts...
(not yet triangle'd)
Male base: V: 239, E: 483, F: 247
Female base: V: 245, E: 512. F: 270
Triangle-d
Male base: V: 239, E: 684, F: 449
Female base: V: 245, E: 703, F: 461
here's a quick scribble-over(tm) going over the curves I was talking about in irc.
Performed some alterations on both genders...
A couple of towers more, these are the last ones for now, I'm starting to work on the ground and tileset objects and we hope to have an alpha version of the game in a month or so.
I also took some screenshots of the Ztools of some of the characters for this game, as you can see they're pretty simple and some details are a bit exagerated just to bake the occlusion:
guess which indie game i started playing today? :P
Nice model Look a tad friendlier than the game sprites, but good stuff!
here's another one:
these are 800+ tris, 256tex, btw. Could be optimized further, but i'm really just having fun with these and trying out a new workflow.
@Tucho I would LOVE to get some sort of insight to your unwrapping and texturing process. How have you managed to get such a complex cluster of geometry (the dense crystals) into such a neat UV layout.
I used to use auto mapping in Maya and then tidy up the resulting mess, more recently I've been using planar mapping to improved results (on my simple, blocky meshes), but I'm curious about the workflow of someone on your level.
Care to share any pro tips?
@Leisure Centaur: I think that I explained a bit my pipeline for these models some posts ago in this same thread.
About UVs, as you can see in this screenshot the geometry of the crystals is not too complex, they're really lowpoly, in fact they're almost a bunch of boxes, so the unwrap is really simple, I don't have experience using maya, I use 3ds max and I love its pelt mapping tools for model unwrapping, I guess that probably exist a similar option in maya.
I just try to place the seams in the best places to make a bit easier the texture painting and prevent seams on the model, but anyway as I project an occlusion map from a high poly mesh I obtain a seamless texture as base for my final texture.
I hope this help you a bit, don't hesitate to ask me any other question
My experience doing UVs in Maya has been very testing and counter intuitive. I'll research and see if a similar function exists for Maya, based on what I've learnt so far - I would have been better off learning Max. Ah well, I shall persevere, thanks again
I'm sure there could be less tris or overall better model ;p wanted to try something easy for the first time (thinking about characters).
Do you plan to UV the armors on a separate texture?
Awesome !
I'm tempted to make a super crate box character now ^^
Not that bad, and at least, you can swap textures, promoting aesthetic changes on your character. Consider first what platform do you plan releasing those characters? With the current tri-count, it is either you aim for a Torchlight/Diablo-perspective RPG, or an MMORPG...
Here's a rehash. I threw on a Mohawk and made her look mean just so I could use her in my Homebrew project... Lazy, i know.
Oh yeah, the Bazooka's 76 tri's.
Thanks for the feedback Hatsya. I'll finish this character as it is. On my next project I'll think more about target platform. In the future I would like to work for a company (they are just starting out) producing games for mobile platforms. Need to study hard now ;D so much to learn. If you guys have any advices what is the most important thing planning a portfolio, I would be grateful (so I'll know what to learn first ;p). cheers
I also see that real time shading is interfeering with texture shading. In example, you have shadows over the highlights on the breasts, I suggest trying to control that.
hawken: nice bloom effect, I've been trying to put bloom on a model recently wth no real success, didn't look good. you make me wanna try again! the model looks great, by the way.
The texture is 256x256
and the tri count is 801.
(also,love the thread)
Nice textures BTW, however the piece could use a bit more colour imho.
rabidbaboy: i am scared! but i love him
still needs heavy optimisation.
Can annyone give me some tips to make the blade look better?
Interesting, whats the benefit?
Same amount of sides, less polygons.
You've already finished the duck, but you can still save a quick few polies by manually deleting some half-loops(like sphere 3) without having to redo the entire UVW/texture.
Yeah I usually go for the self optimised route here, most of the Bath Time models are optimised this way.
As I mentioned, needs some heavy optimisation.
Im busy texturing yoshi but my skills arent that great in texturing.
I´m also making a kart for him '
Feedback is more then welcome!
I wanted to share a character from our latest teaser here at City State Entertainment. This guy was drawn up by one of our amazing concept artists, Sandra Pauvlaan. He is 1046 tris (sorry he is over the 1000 limit, but I did not have this thread in mind while modeling ). UVed in ZBrush, textured in BodyPaint 3D and rendered in Mental Ray.
For more info and artwork about our upcoming game, please visit our website CityStateEntertainment.com!!
Best, mike
Also Michael Milano I just checked out City State, and I am impressed! Just by viewing the shear beauty of all of your models has really inspired me. I'm an aspiring game developer, and your stylistic approach is exactly how I have intended on stylizing my models, textures, and animations for the past few years! I really can't wait to play some of your companies games! I feel like I'll be quite a fan lol.
@minorthroat: Welcome to Polycount, I think your question might be better served in the technical talk or general discussion sections.
Here's some green little fella and another characters from my upcoming title "Danger Betty".
Hope you ike it!
Link to Market page with video: https://play.google.com/store/apps/details?id=org.androidworks.livewallpaperwaterfree