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
BTW, is it ok to post non textured models here because I don't always texture them because i'm not so good at it.
Dbprogrammer: You still have lots of wasted space in your texture, you should try and get your UV-map tighter in order to utilize as much of the space as possible. And try turning off texture filtering in your 3D app to get your texture crisper. Unless you're going for N64-style "texture soup". Another thing that I kind of react to is that it seems like the light sabers are extruded from the hands instead of being separate objects. You could save polys by having them separate and just fit them into the hands and letting the faces clip through each other. You could use the extra polygons to give him some shoulders. The light sabers could also be made better by having two cross-intersecting faces with alpha to give off that "beam" feel. It's not that important, it's just a suggestion.
GsKanible, neat-o! I mod WarCraft III too
uk_resistant, really good work! I like the stains under the air-vents, great texture
http://www.monkeybladers.com/SolidSnake.rar
If anyone has any tips for UV Mapping too that would be greatly appreciated... I'm going to aim for a 128x128 map.
you could possibly take some out the hands, depending on how you want them to move, and also the mouth.
Wip
Is that joker?
nice style, looking forward to discovering what it will be
GsKanible; A general rule in this thread is to keep the characters at 500 tris or less. My suggestion would be to make a separate thread or use the WAYWO-thread instead, as those characters are around 1000 tris.
I went a little crazy when modeling them, so they're at a slightly higher polycount than the other three.
When using Low poly,- it doesn´t matter at all because you dont depend on the subdivision algorhythem also known as Catmull-Clark subdivision (a pixar guy invented it actually)
But for high/med poly, you may be doing some more detail and use tools such as mesh smooth or turbosmooth in 3ds Max, and those two subdivider tools make everything into quads, and if you use triangles it can cause some deformities
Graevling: Awesome! Love the bite-sized warriors.
madPXL: That little green dude is really cute.
uk_resistant: Robotnik turned out well. Nice crisp texture.
JimJim: Finish please. =]
I just finished the model, fear its epic tummy-hole. Texture is 128*128, forgot to mention on the screenshot.
there are no huge standards in anything with computers.. everything changes, pretty quickly too.
but there are current pros and cons relative to the scope of the project and future development,..
during deformation you dont want your quad to cut from 1 diagonal to the other (weird flipping)... so u set it manually by making them tris. (maya has a "reuse triangle" property, not sure what engines support it though)
for better control on smoothing keeping quads is more "organized" bc triangles are trying to shove a loop into a point essentially destroying the forms flow, causing pinch often.
a long time back (10 years.. ooooo ancient ) you would certainly triangulate bc the engines rendered them better
alot of what you hear IS old standards that simply exist bc they did and poeple all stick to them...., so they become standards.. even though you can break them.
so yes no one knows what they are talking about, and yet everyone knows what everyone else is talking about
whats really important though is to have a direction,, so pick a side and be certain in your life <gives thumbs up for that cliche non-sequential pep talk>
Hellmouth: Nice zombie. Although I really think you could work a little on that black hole. Would be really cool to see some guts and stuff there instead of just black.
Loving the work in this thread.
Graevling cool little dungeon set, really like them. I'm also doing a little gang of Dungeon crawlers more on the chaos side tho..:)
here is my Dark warrior he is 470 tris ands a 128 texture, weapon is 32 tris atm with a 64, still wip.:) weapon needs some help.
more to come.
Update
Textures still Wip
nice style on the texture and model..:)
Here is a Dark-witch and her half assed summon skelly.
Witch is at 560 tris atm with a 128 texture, still working on getting her down. I guess I could loose the 5 fingers.:)
Skelly is at 491 tris, and no real texture yet at 128.:)
Aaaand a question, where do I have to put opacity maps in order for them to work? :poly103: I've asked before, but my rather slow wits seem to not comprehend the information...
EDIT: Mrawolf, how do you get such a clean and unshaded screenshot of your model(s)?
Nice work Jimjim & mrawolf
Thanks Ferg..:)
Looking good hellmouth, really low poly, seams are showing a little..:) be nice to see some more blues and red in the skin as well, looking more decayed. nice shading tho.
what App you working in..?
I'm in Max so i configure my driver to do nearest texel lookup, then crank the scene ambient to white, and set the self -illumination to 100 in the material.
you could do the same in maya by making all the vert colours white. and choosing display with no lights.
Here is a very low poly character (160 tris) for nds game.
Critics are welcome.
http://site.voila.fr/div/Joe1.jpg
Around 250 tris with a 256x256 map.
496 tris for the character and skateboard. (no texture yet but it's going to be 128x128)
146 tris for the accessory.
accessory uv:
I need some crits:P
Do you, though? Which engine can display quads and have them "cut from 1 diagonal to the other (weird flipping)"? I ask because I really don't know, and I've never heard of it. In fact, the only engines that support quads as such, that I know of, actually keep them flat. And engines triangulate the mesh themselves. The reason why you would triangulate in max/maya whatever on lowpoly models is so you can edit the flow of edges.
175 tris so far. gonna do the whole body and animate him, so still trying to figure out how to make the chest and shoulders.
Digging that style you got there, very painterly, showing visible brush strokes. Can I see some flats?
Riv3t
Nice little creature, he looks like one of those hoppers from Zelda?
These ultra low poly models are really tough to do but with planing and determination you can make them really shine.
Correct me if I'm wrong but I believe you can mirror texture within a polygon by laying half of it outside the UV space and in texture options, choosing "mirror" in max or "flip" in maya. I saw a post here showing how to do it a while ago.