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
Congrats for all of you guys, you are doing really awesome works!
Decided to do this small fast thing today, it's only a tusk running at a 128x128 texture size, tempted to increase the texture due to low quality
Hand-painting is getting fun can't wait to see an improvement, after I have enough hand-painted assets I might create a scene or something. Not really an env artist so might be fun and also be nice to learn new things
hi folks
Free_Feed you could eventually fill the uv space with some scrolling road texture (and congrats for the texturing, I love this mix of subtle shadows and reflexions)
that's a pretty clever way to do the tire textures.
Would GREATLY appreciate criticisms and and the like as all I want is to learn, learn, learn!
http://p3d.in/XWdiy/shadeless+spin
Thank you .
:edit:
I know about the seams and the texture work is not quite perfect, just want to know if people can see places where I'm going greatly wrong. Shall keep updating on this one as I get better.
looks alright, nothing really 'wrong'.
But I think it would be more interesting with skin all the way around the eye, then he could blink. You could also do the eyeball as a half sphere, the missing half would be hidden by the eyelid. And he could look around some.
The eyeball and the skin don't need to be a continous mesh either.
And I'd go ahead and just make the tentacles 3 sided. Better volume though a few more tris. You're already using a lot of tris to make them 2 sided, might as well use a few more and get better shape.
I guess I should have told this in the beginning
sorry for the double post, the back light (wink) is cut in 2 in the UV but fit perfect! how you do that? always i have problem in this part.
ohh,l see. just like i do :P i wish there was another way to make it.
I reader i review of some artist talking about the the version of 3D-Coat.
It come with a new paint system, i have to try it.
Looks really great!! How many tris? Doesn't look like under 1000...
806 ;] (without the wheels)
Free_Fall,
?
Then I realized it was the actual car in the reference image.
And that bgeviniciusilva was not the author of the low poly model but instead, it was free_fall.
And that apparently, I need to get some sleep.
Now.
http://p3d.in/EBhVl/shadeless
http://p3d.in/BR79g
Keeping it basic today, moar practice!
+alpha
Sick and twisted.... but yet so amazingly awesome. Sick work dood, cant wait to see more from ya
There are some lines on the texture that could do with some anti-aliasing though, the shirt especially.
wow... great job on the tris...parab
I really should say that I was just trying to guess the Fre_fall's car.
Sorry :[
If I may ask, I would love to be riddled with critiques! A lot of my new diffuse painting was done in 3Dcoat, WHICH IS AWEEEEEESOME!
View 3D model here
(Diffuse attached)
I'm not satisfied with the piece of ember...
Looks like the final version for my Heavy Soldier piece, sans any major revisions.
Gonna give this a proper display later. Kinda late at the moment on my end.
Just in case you still want to work on him.
Those three areas need some work in my opinion:
-arms shape
-shoes looks like a sport type
-leg armor has a texture that doesn´t make sense
The leg armor texture, I was having the longest time trying to find the keyword / texture for that. I typed in kevlar weave and I got that carbon fiber texture.
Reference wise, I wanted to pull off this in particular
though I'm not sure what that's called specifically.
I agree about the arm shape; it's just too thick there and kinda throws it off balance in a non-appealing kind of way. I also agree that the boot texture just doesn't work on this guy. Even if you did it like your reference and made huge strips, it would just stand out too much
Right now it almost looks like a carbon fiber type material, but since that doesn't appear anywhere else on your soldier it looks kind of odd. I'd personally suggest just making it like the rest of your armor, but that's my opinion
great job
yep, it seems right, I'll make this correction. since I'm noob :poly142: can it be done by texture or add some poly for that result?