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
Nice man, inspiring, instantly tried some trees myself, here's the result if you don't mind:
30 tris per tree, 256² texture, no texture filtering
this is the coolest thing i've heard for a long time. we will need to talk.:)
All textures are 512x512.
Average of 30 triangles per tree so far, 6 triangles for the smallest empty one, 65 tris for the largest densest one. All trees share a single 64² diffuse with 1bit alpha. (the ground is just procedural noise)
I will update this post with all variations when I've finished them.
JadeEyePanda - I feel youre jumping into details too fast. You've got some rough volumes, and some very high frequency detail (also, make sure this detail works at the intended render size!) but no medium forms, really. As for the style - you seemed to be doing well with your fighter jet, but if you want to try something else, you could try to emulate this or this.
You should tweak the mesh a bit more, IMO. You can remove the horizontal loop across the glasses since your type is really flat, and then re-use those to make the laser more detailed than a triangular Toblerone bar.
Simkas - I think you need to strengthen the lighting in the texture. Add corner highlights, AO in the crevisces, and a lot of contrast.
edit: done with the models. Now there are 17 trees totaling at 874 triangles, so about 50 triangles apiece
You should follow the same gist as when sculpting. Large forms first, then 'large detail' such as painting in beveled edges and highlights and AO, then smaller details like clothing folds and soft dents, and only in the end add small scratches and mini folds.
Some very naisu stuff so far, and here is a character (a salesman) from a game project I am working:
He is 319 faces, 488 edges and 176 vertices. All modeled in the Blender, and with textures in Illustrator at 384x384 size.
The project is called [ame="http://www.youtube.com/watch?v=zGSmH8A9Mb0"]Catmouth Island[/ame] and is for mobile devices:
ShadowBrain - these are nice :-)
Snader - very interesting, I might try doing something similar too :-)
Quakeulf - nice style
http://p3d.in/638bL
I'm pretty new to 3d I always get hung up on UV layout. I'm extremely open to any suggestions, tips, or criticism.
Thanks
But as feedback I would say: remove some edge loops if you want try a low poly model and for UVs you could use more symmetry at the torso and legs. Depending of your concept you could leave some areas like the front chest without symmetry to add special details.
Does it make sense?
see more there for to give me some feedback : http://www.polycount.com/forum/showthread.php?t=101810
enjoy !
Not so long ago I started to dedicate myself to graphic design, I mean, just started studying texturing this year.
Took a while for me to have courage to post here, since my works are not even close the quality of most here.:(
This is the last model I did for a game I'm producing. (40 Tris)
Ps: I'm Brazilian, and I'm not very good with English, so forgive my mistakes. :thumbup:
And don't be shy to post your stuff here, people are really helpful here!
@bgeviniciusilva Really cool remind of the character select screen in perfect dark multi where you could swap the heads of the models.
Still working on this.
Three characters together now, one not yet textured so I left it as it is.
Mr. Buytaert got his texture tweaked and his triangle count down from 319 to 303.
The untextured man is 308 triangles.
The girl is a playable character so her polycount is slightly higher overall. Her base body is 308 triangles, her hair 78 and her glasses 8.
All produced in the Blender with textures from the Illustrator.
It's like, totally her style, man. ;3
Exactly what I thought when I saw it.. =P
I thought it was low rex texture issues first.. but you actually painted so furz?
Yes, I did. Weird that not many noticed until now. She has it in the preview video too. Probably not many saw it, then, but it was in my previous post. x3
If you want people to notice it you should consider making the bikini lighter so there is more contrast. The brown/purple kind of blend together.
Of course. I am aware of this, but I haven't had so much time yet to fully embrace the texturing part of the process. Consider this WIP still. :poly122:
EDIT: Also it doesn't line up as nice around the bends, but I am looking into that. :'3
This is a Lamborghini made just for practice.
and the p3d: http://p3d.in/3amzx
Crit is very welcome, really trying to improve a lot of my core skills
Don't make geo for the grates. Just texture that in.
But okay, I'll remove them.
Haha whoops, thats the seoncd time I've done that.
indeed, you might also want to try to get the gabs on the side in the texture aswell
A car you silly :v
mostly asking re: exhaust tips
anyway, they are really nice boxes. the first version just calls more my attention.
still heavily working on it.
Initial-D drift game?!
So for now it will just be body parts and cool lowpoly cars I hope to finish the corolla today. I also got 1.3rd of the texture sheet left and I got no idea what to do with it..