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
Very nice work man, does it run in realtime? What's the development pipeline like for making live wallpapers?
Thanks. It runs about 25fps on Tegra2 tablet (ASUS Transformer).
The pipeline is tough - basically, you'll need a programmer skilled with OpenGL, GLSL shader developer, and a modeler. We've managed to combine them in 2 people. We're not using any 'engines' for our apps - they are pure OpenGL calls and camera manipulations. There are some (pretty basic) engines like jPCT-AE and libgdx who offer live wallpapers support, but their features are very basic, anyway - you won't be able to publish an app without a programmer, anyway. We've switched to bare OpenGL ES 2.0 for simplicity and lightweight. Well, we have implemented some functions for animations, but it'll be too much to call that code a 'framework' or 'engine'.
Edit:
Here is a video, taken from the link in the original post and embedded here:
[ame="http://www.youtube.com/watch?v=7D4NRd6GbU0"]http://www.youtube.com/watch?v=7D4NRd6GbU0[/ame]
and it is.
...but playing around with the end result is fun.
It's like polygonal legos.
As far as I know any lowpoly art under 1000 triangle is all good here, doesnt matter what its for.
[ame="http://www.youtube.com/watch?v=q8Mtz4DsjDo"]ok - YouTube[/ame]
Sadly this is too high poly (around 700 triangles total including the 'hurt' version for the death animation) but it's only using a 16x16 texture and it was completed from scratch in about 3 hours including animation.
This was mostly a personal experiment to simulate jerky retro pixel animation on a model.
116 tris. 128x128 pixels. 8 colours.
Source here.
Here is the second truck!!! Tried to make UVs as you told me for my previous model.
Thanks for comment.
I read through this whole thread and got super pumped with lowpoly inspiration. Had to make something myself.
860 (char) + 140 (shield, sword, scabbard) = 1000 tris. 512x512.
That's Thorin right there O_o I noticed that its taking me a while to really get into the lowpoly mindset and kill all my wonderful, sweet darlings. Alphaplanes are giving me trouble in Maya, might try out 3dsmax instead.
I'd really like to shave some more tris off this, but I'm not sure what is actually needed for limb topology and deformations and such. any tips would be most welcome In the meantime I'll be working on the diffuse.
Mattq -- that's a pretty good way to describe it. Once you have a modular library built though, building a level is really fun (and addicting)!
JEEEE: WOOOOAH!!! incredible!
I will be texturing it, which I suck at, rigging then animating it, not having done any real animating before it should be interesting.
Any feed back on proportions, topology or any other suck you see me committing would be appreciated, don't feel you need to be gentle.
This image has been resized. Click this bar to view the full image. The original image is sized 1006x607.
Did have this in it's own thread figured here would be more appropriate.
pretty cool! nice lighting. maybe it's walking with the legs too spreaded out.
Made the hands bigger and tweeked the chest area as well.
Edit
Made him a bit less beefy
I'd definitely add another loop through the croch, It's deform much better when the legs move. And I think the fingers are still a bit too short. The hand should be about the same size as the face, right now the fingers seem to go to about the first knuckle.
joule: ^_^ thx, your vehicles are great also!
lean: thx, a friend helped me with the pixelated lighting (thanks Carles!) The legs too spreaded out may seem for the camera rotation, I edited a new one with static camera. But I like the position of his legs. He looks more fat/heavy in that way.
Thegodzero: thx, there are no shadows, I dont like how they work with the low poly. But you are right, changing the texture a little more blue tones (keeping the contrast) could improve the model
all feedback are welcome
P.S. I am having problems exporting gifs in photoshop. Always changes the speed. Has anyone had the same problem?
You say it makes him look more heavy but right now he looks like he's ploughing his way through invisible custard, not shifting his weight (gait) from either side, or leaning at all to induce locomotion.
Actually, the way it looks to me is like he's limping, favoring his left leg. I think it's the way the head and right shoulder kinda shift backward plus the lack of weight-shift to the right side just as his right foot comes down.
I love love love the way it's textured, tho. I wouldn't mind seeing the wires and texture sheet for it.
This is what I'm working on for fun and practice over in the lowpoly challenge section of the forums.
258 tris. 64x64 pixels. 8 colours.
Blend
Just another truck... (lack of imagination )
Comments are welcome.
You could mirror the tires in half. Would save you more space.
That truck with a little re-texture could also make a good dumptruck, why not work on making your trucks modular so you get several trucks out of one model.
You could use the cab on this one, get rid of the box and make a tow truck pretty easy too.
--
put them all in one screen too so we can see them side by side.
Not enough time to get a decent texture down.
Tri-Count for each object is 12 Tris. Here's a look at the texture map.
1024x1024
I'm also using normals and specular maps with this diffuse. [image is scaled down]
also, playable mess around here, though if you fall or finish, game will freeze ball position (for now) http://www.iamgregamato.com/misc
Looking at the hands, I'd say the hat(?) is too low poly.
edit: erhm, i mean polys. 106 polys in 3dsmax
Playable HERE
Hi,
here's another update from SKAR, this is Mjollnir, mighty hammer of Thor! The fragments on the right hand side are gained throughout the game and will eventually be assembled into the complete hammer.
Disclaimer: Not an ingame character weapon model, this object is made for cutscenes/gui and storytelling purposes, and is not optimized as heavily as one typically would.
This is awesome. Do you have two separate meshes, one for solid and one broken?