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
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Got to say this car is a bit more tricky then the Corolla, specially the highlighting on the body.
Here's where I am so far.
Trying to keep the soft and cartoon-ish look the corolla had.
ADM : Wicked, wicked character... I wouldn't want to stumble into him in a dark alley! :poly122:
http://www.mediafire.com/?myg6oegs93u64o1
http://p3d.in/SakxX
Next step, UDK turn table / render and that should be it.
Here is some gameplay so far:
[ame="http://www.youtube.com/watch?v=ObrAFv8tP2I"]http://www.youtube.com/watch?v=ObrAFv8tP2I[/ame]
thank you! /sniffle
I'm working on an SRPG, and programming is my primary domain, but I've worked with Blender before. Honestly, I always dreaded finishing the programming, because asset creation for the number of characters, generics, and npcs was the next step. But this thread has given me hope - that it doesn't have to take forever to model a character that looks good.
Anyway, this is my first attempt at a low-poly character. The geometry was shamelessly aped from a post in this thread from a few years ago, but it was everything I wanted - simple, clean, gender-neutral, but easy to modify to fit different body types. So if it looks familiar, that's why. Aranoth gets credit.
There is a lot I haven't quite figured out - technical Blender stuff like how to clear the UI, how to show the cage, and how to show alpha transparency in the viewport. Also some artistry stuff, like how to make better use of texture space. This texture is 256x, but given how little of it is in use, I could easily halve that. But I want to give the character a sword belt in the texture, but it would hang down on one side, meaning that I don't think I could use UV mirroring.
I might try an AO map, but these characters have to be recognizable at a distance and I'm not sure if that will be conducive to that or not - I'll have to see when I get them into the engine.
450 tris on the dot, some of which has to do with the fact that the body, head, and hair are all separate objects, because the body will probably be instanced by the engine and different heads/hair/helmets rendered depending on the character.
Any crits would help!
I'm preparing to redo the stage editor, so right now the art style is up in the air. I'll probably choose a style complementary to the characters. Right now everything is cubes and it doesn't look great.
Haven't decided if they'll be shadeless or not yet. Probably not, the more I think about it.
You should do some more, I always get total broners when I see your pixel art skillz :V
I wanna be this goose :c
I'm pretty sure you could do away with like 1500 triangles on that model. He's not even wearing armor.
Indeed you're correct hah. However you might be able to see that my texturing skills are not on par with most, so I tried to get most of the details in with mesh. I wanted to grasp the saggy pants and smooth figure of the body, as well as 5 fully operable fingers. I wanted fully polygonal hair for animation so there was no use of alpha. Also the gun was 500 triangles.
Download game demo at:
http://www.mediafire.com/?myg6oegs93u64o1
still a work in progress but heres my current progress
consists of:
1 head mesh (44 tris)
2 vest meshes (272 tris per mesh)
2 pants meshes (134 tris per mesh)
a generated character is currently 450 tris in total at any one time
2 head textures (32 by 32 pixels per texture)
8 vest textures (64 by 64 pixels per texture)
2 pants textures (32 by 32 pixels per texture)
And here;
tex is 128²
274 tris
It's been over a year and a half since I touched photoshop or max. So comments are appreciated.
I'd make the walls of the barrel and exhausts a bit thicker, both for its own sake and because the black circles aren't very interesting. And you can shave a few triangles off of the barrel by making its end completely flat. Is there any reason you're not using anti-aliased linework?
P.S. It was on page 86.
Unity interactive turn around:
http://dl.dropbox.com/u/3287242/Togepi/WebPlayer/WebPlayer.html
Thanks for finding the page:)
Not sure about the lines, maybe it looks more "crisp" with the old school lines.
Cool experiment, I remember doing it myself much time ago, not with clothes, but with hair of a lowpoly girl model.
It's an interesting way to switch easily between many kinds of clothes/things without having to change meshes too.
A little something I wanted to try out
Care to explain how you made that nice GIF?
http://p3d.in/HfrqY/spin
Critiques if you got em, por favor!
normal and AO on left, hand painted in middle, and the high I baked from on the right.
the two low poly ones are 624 each.
weird anatomy s:
Free_Fall,
good times...
Tried somethings different , baked all the stuff for max performance for android project.
Turnable:http://p3d.in/NmXXJ/spin
remember that metallic surface reflect light
if going for more bland/weathered look, just lower highlights or spread it out more "inwards" and play more with shadow/gradient.
like this little stainless steel dustbin, can see how even if the edge/corners are rounded, the way light bounces on it's surface and where light meets on it's edges, falls-off on it's surface is easily seen and can tell that it's metal.
I have the feeling you are not using all of the UV space.
The texture density is much higher in the wheels compared to the body.
Can you post the tex/wireframe?
Working on this fellow. Anyone have any examples of how I should approach shading the hair?
Scenic prop:
183 polys - Legs are a little spindly but working on it. That or the shoulders/lower neck are too big. Animated in Blender - anyone know how to fix his knees or feet? The parent-child bond is a little bit angsty ;-) Is there a way to manually assign vertices to the armature? I should probably post this question somewhere else, but it's worth a shot!
Any suggestions/crit as far as model goes? Aiming for generic human model. (if there is such a thing...!)