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
Real time p3d link: http://p3d.in/gOrgK/shadeless (sucks that opacity isn't an option)
I remember when I first started learning about game stuff and your site was one of the first places someone referred me to. *bows down to da mastah*
You totally did already post that .
and here's my second attempt at making a tree, made a little forest ;p, 66 poly 256x256 texture and no texture filtering,
And what is this p3d.in sorcery?
430 triangles, 128² texture.
Thanks for reminding this poopinmymouth, I've given a try too http://p3d.in/i4mWQ
ps: your painted shadows are really nice, and the subdivision function applies quite well, did you aim at it ?
Thank you! I couldn't get myself to attempt to make a proper tree for a long time.
The texturing looks appropriate, and I like your interpretation of its legs
Right, my project is similar in some aspects, but originally I kept their drawings intact in the main animation. Now, though, I think I'll shift to a more "Monster Engine" approach and try and get as many different artists as I can to lend their interpretations of the creatures and keep them 'evolving'.
No, it's alright. Afterwards I realized I may have sounded like I was jumping on you, so you're good!
hope you enjoy it
Snader, your lowpoly work is excellent and you have some nice shading in the textures too. :thumbup:
But, I really, *really* think you should make some other characters besides green-haired dudes in green t-shirts. Just to vary things up, you know? :poly128:
That said, though, I will be making a bunch of lowpolies out of this thread to work on my speed - but it should also give some more creature variety for the portfolio.
I've read through this a couple of times now but can't quite figure out what you mean. Could you try to rephrase it?
Fort Laderdale Locksmith
Tri counts ended up being a lot higher than I had intended. :x (Also, the scabbard is on backwards in that gif.) I also really want to thank 9Skulls and neosorcerer. Your guys' SDKs really helped me learn some low-poly character modeling.
short animation also included
Here is a model for a game me and my friend are making in unity. It is very much inspired by my actual gymteacher
Like anyone's gonna notice over the apparent AWESOME!
um... one of my recent pathetic attempts...
well the bright side is she's fully programmed in.
[ame="http://www.youtube.com/watch?v=0ue08u6b2C0&feature=player_embedded"]ROLL vs PLANT [BOSS RUSH (PSX /ePSXe) -Homebrew Game-] - YouTube[/ame]
All for mobile (iPhone/iPad), and most are under 1k triangles.
No alphas were allowed to be used.
thx for the advice, next time i'll add more 'effort' for the char before jump
for this version i only concern on kick movement.I'll tweak the jump soon
Your texturing method reminds me of paradise.engineering's. Other than that, good take, and that seems PSP/VITA grade for a Japanese hack-and-slash gameplay (more likely it is!)
I just uploaded my old Tali model to P3d.in if anyone is still interested:
http://p3d.in/07AoW
The modelviewer is perfect for showing off lowpoly art.
it's obvious that model doesn't have 790quads. Don't know if faces means really triangles on p3D, but surely it's not 790 quads.
You can switch to wireframe and see for yourself.
It's 790 tris and 488 polys.
I personally made all 4 city block scenes with london landmarks, about 20 types of vehicle and all the special effects and explosions and set up all lighting and lightmaps.
[ame="http://www.youtube.com/watch?v=oZZOyTPXk8I"]Official Traffic Panic London Launch Trailer - YouTube[/ame]
It took a while to get webGL to work as my graphics card is old, but the model viewer is really cool, so thanks for mentioning it as I didn't know of it.
About your model, it's amazing, and the topology is pretty impressive.
my favourite part: how you got away with the flat fingers. I hadn't seen that so niceley done before.
http://p3d.in/0xF7i/shadeless
hope this link works properly
Here's the progress up to now. Basically on the diffuse map, and prolly gonna do some light normals through nDo.
Anyone have any tips for this? I wanna keep this painterly, and this is like my first time legitimately attempting this.
http://p3d.in/Ojwiw
And here's the diffuse map as it stands
Im impressed you know Initial D, in Japan was popular. BTW, i worked in the team that made the Initial D Arcade Version