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's an original render sans treatment and a wireframe...
Svven - Mjollnir is looking ace too!
Stabbington - Cheers!
Amatoban, did you achieve it with occlusion/diffuse baking, or ? (and maybe you would have save some texture space by duplicating your rivets)
I think the only way [now] to free some texture space was to break up the surface of my current long-pieces to where I could stack the square twice on itself since it is just a duplication. However, I don't know if it is worth adding those 4 hefty polys, ha ha :P. I am going to look into it, and see how it goes =]
If I do free some space, I could potentially add in more assets which is ideal.
The only thing I don't like about the first image is that it's not wallpaper size.
@Squiggly_P I'll try to sort some wallpapers, can Maya render to wallpaper sizes easily?
I was going to talk further about the to be or not to be of pixel-art textures, but I remembered that i'm not famous lol (not the right place to mumble about it either I guess)
anyways, that render was the cooler thing I've seen today, Leisure Centaur!
This is so F-Zero! I like it quite much.
You might want to add some shape on the sides, like the green circular "wings" of the Wild Goose:
The floor is made up of three pieces sharing the same 512x512 texture space. I've got a lot of work ahead of me this weekend if I'm going to get the other three or four wall pieces done.
Best way I have found is once your texture is done, re unwrap all of the poly's either side of where the seam appears, then you are free to fix the seam.
Also I'm working in blender if that changes anything.
They don't, however, fix seams in the actual texture. By that I mean, the pixel color on one side of the seam needs to be the same as the opposing pixel on the other side. This is pretty doable with flat colors and technical materials, but a lot harder on organically shaded stuff and clothing.
Like RAWtalent said, easiest method to paint away texture seams is to unwrap the seams (just the seams) and paint over the seams in PS. Then rebake those textures onto the original ones, and presto.
It also helps if both sides of the seam use the exact same amount of pixels. (shouldn't be hard for a tiling square texture =P) In fact, if they're not exactly the same there will ALWAYS be some form of seam, but it can be pretty much negligible if you follow the second paragraph.
Your 3D package should have no influence. The only thing you can do (to not have to use the extra 1 pixel border) is to turn of texture filtering, and make the texture all pixely, like this:
Nice. Is it part of a larger project or is it on it's own? The colors seem a little diffuse, any way you could punch the saturation up a bit?
Looking good tho man, those wheels could do with some more divides, they're looking very faceted. Feels like metal and wood, so you've definately defined the materials quite well.
@ Stinkhorse - it is part of a larger pieces but I honestly didn't get the detail into the other parts that I wanted to.
@renderhjs - Sorry to offend you there. I didn't see a sticky saying no normal's or other stuff. It just says under 1k and that's what it is. No offense. If you have the link to the other low-poly with hi res style work on it please let me know.
it is kinda high poly though, considering that a player character would be around 1000 tris . I don't think it's such a big deal either way..
I was browsing a mass effect art book that I have, and found a nice piece of concept art, and tried to make a really low poly version of it.
So here it is, hope you like it, and feel free to give critics and comments
769 Tris and a 256* Texture
also, a Unity webplayer
http://www.rahmorais.com/me_diagnostic_station.html
a character for a IOS game im currently working on.
about 480 poly's, screenshot taken from unity
concept:
3D @ 256x256
Crits and suggestions would be appreciated.
One question, how long would you be expected to take in making something like this in a studio?
he has trouble hearing.
This is what I'm working on so maybe gives you a better idea but I really appreciate any input or advice!
Was inspired to make this guy when I saw the mini version of ME characters (Thanks Nix) ^_^
Crits and comments are very welcome.
386 Tris, 512x512 Map
Fus Ro Dah! !
Any tips or tricks welcome.
Kingsize: I can't see your image T__T
First attempt at hand painted textures. Would really appreciate any critique.
@ToothyMang: As mentioned, have a look at those seams. I really like the texture on the wood, but the metal doesn't match its style too well. The rust damage could be simplified a bit, and don't forget to put some on the lower part of the lantern as well!
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So, I textured this. Not sure what I did, but I managed to lose some tris along the way.
822 tris (682 char, 140 sword, scabbard, shield). 512x512 diffuse. C&C most welcome!
Kingsize - the head is what people will be looking at the most, it's also the largest shape on this model. You definitely need to smooth it out some. I think you could remove 2 or 3 (half) loops on the shoulders, and get rid of the centerline on the chest and back to free some triangles.
e2rd - those eyes really don't jive with the rest of the model/texture
MonkeyKing, that's really not showing enough detail for the amount of triangles. Keep in mind that 1 quad is two triangles, so your model is actually around 1750 triangles. By comparison, this uses only 1648. Try throwing on a flat color/material on it (pure white or black) and look at the silhouette to see where you can cut away polygons.
So there ya go plus it's really one model so just hald the poly's and tri's and comes to 728 Tri's and 431 poly's. Still need to texture and such which I'm trying to learn to do the last week or so heh.