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
I've been lurking this forum (and this thread in particular) on and off for a few years, but here's my first post and contribution
It's a small tank based on the sprite of a really old game I used to play as a kid: MGT.
152 polygons and 1 512x512 texture
not too happy with how the ion trail/thing turned out tho
edit:
tiny spin
MORE!
sweet irloading! don't be too hard on yourself, it turned out really nice!
@exocet: That's a delightfully bizarre design, I gotta say I wouldn't have guessed that it was a tank, lol. Nice execution anyhow.
@Ged, Snader: Thanks for the input! I've done some adjustments to hue and contrast, hopefully for the better. The hood was brought down slightly to make it less pastel, and I did some small shading changes along the way. The helmet's been giving me troubles from the start, what with the mirrored texture. I cleaned up some blobby shading and upped the contrast, but I'm not sure if I'm there yet! Thanks again!
408 Tris, 256x256.
You can play what we mangaed to cobble together here, we're going to improve it soon
http://www.kablamo.co.uk/rocknroad/
Heres what I've been working on, got some touch ups to do with the texture but other then that shes pretty much ready to go.
647 tris
Thank you guys so much for the help!
If this one goes well enough, then maybe, yes.
How's the geometry? I'm not too concerned about the hand, but the torso is giving me some issues... Any and all thoughts (As long as they're constructive) are welcome and appreciated, guys.
Experimenting.
Also socks, love socks.
Any crits would be sweeeeeet.
For the upper half translated fine, for the most part. But the bottom half, particularly the belt looks pretty blurred in 256.
1) You've got loops and verts in some places where they're not contributing much to the shape, and aren't needed for deformation. The loop in the middle of the lower leg, the density around the base of the neck, etc.
2) Ngons. Not that they're all that bad a thing on a base mesh, it's a good idea to quad / triangulate them yourself, otherwise your software might find a bad way to triangulate them. On flat areas that won't deform it's not a big deal. You've got some on your shoulders and hands, tho, and that could lead to deformation problems.
3) The chin / mouth area is probably more dense than it needs to be, unless you're planning on having an articulated mouth or doing some close zooming in there.
I'd reckon you could spend a bit of time optimizing it and collapsing some loops / verts and get the tri count down to 1200-1300 or so without losing any of your shapes or deformability.
I have no experience with unity, so I have no idea what sort of tri counts are most common in a browser / iOS games lately. Assuming those are the target platforms :P
That also says a little bit about how efficient your UVW unwrap is. For this, though, I'd say just use the 512.
If there were more details on this I would say go for 512.
But the way you made, 256x256 looks almost the same and it is 4 times smaller than 512.
The botton part is some kind of fog and it is fine of being blurred.
toulic Nice optmized cow. The texture needs some adjustments though.
Hey Ryu!
Looks like a good start, got a few pointers though that you might find useful.
- It doesn't look chibi. That look usually involves a small, chunky body and a oversized head like so
.
I'd consider vastly shrinking the body and making the proportions stubbier IF that's the style you're interested in doing.
- Are you using a reference image? The legs are ENORMOUS compared to the rest of that character. If you are using a reference image can we have a look? I'd always do a quick sketch before modelling or at least have a moodboard of similar characters to my intention.
- I'm guessing it's female, if so it would be a good idea to check out some references as the basic body shape is a looking a tad odd.
- I wouldn't start optomising until you're happy with the overal character design. There's little point in optomising and then having to work geometry back in when you decide the character isn't right.
- Finally, your tri count is massive, what's the target platform? This kind of character should be more than achievable for about half that number of tris. It's fine to start with a higher count to get the shape down, but I'd look at reducing it pretty significantly.
Hope that helps, look forward to seeing how it progresses
Hey Ryujisama, Welcome first off. Second, I would spend some more time defining the head. You've got quite a bit of poly's that are doing very little as far as defining the shape. Try focusing on the main planes of the skull and eliminate smaller faces that don't help to define the silhouette. Also included in that would be the pelvis. Think about spreading those edge loops out to help define shape and keeping it while it animates.
665 triangles and 1024x1024 texture
by Marin of DeviantArt.
WIKI says: Super deformed or SD is a specific style of Japanese caricature where characters are drawn in an exaggerated way, typically small and chubby, with stubby limbs and oversized heads, to make them resemble small children. This style is referred to as chibi by Japanese and English anime fans.
All these parts together is 10,500 tris though each gun is around 500-900. All the parts together share a single 1024 when editing the weapons and a 512 ingame.
The idea is that each weapon can be broken down into parts like stock, receiver, etc. and each part has different in-game stats so you can kitbash your own guns a la Pimp My Gun and they'll look totally different and play differently too
Here's a modded pistol and some totally rebuilt weird thing:
People here are asking you to do SD, but actually there is a difference between chibi and SD. SD is totally the big head tiny body thing, but chibi just means short of height. So you have "chibi-style" characters in sailor moon, but they don't have giant heads, they are just shorter.
I guess the question is, did you mean SD?
Old at left, new at right. Intention is to build a "base" head that uses a combo of Blender's wonderful proportion tool so it can be morphed into other shapes.
That looks awesome.
However, some of the nice definition, shape and detail get lost in the high contrast of the camouflage. Maybe its a matter of taste, but id say making the camouflage more subtle would bring out the definition of the guns better.
Im doing something similar, but at a little lower res
An experiment where i create small guns and attachment using a 16 square texture and vcolors. Its very enjoyable.
i dunno man, thats a huge texture and so many wasted tris
haha, pretty awesome work.
735 triangles, 512x512 texture.
Plus texture timelapse:
[ame=http://www.youtube.com/watch?v=2Yr-Pgw3pMw&hd=1]"texture timelapse"[/ame]
Those are great! could we see some wires/textures?
That looks great. Really nice face with a really nice expression