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
Free_fall : I fan of your pixel painted skills :P
Tili : you're a source of inspiration for me, I'm thinking about modeling something who could fit well to my "Drive" movie character modeling.
Sparr : I just asked myself : are there real kids draws, or yours ? -they seem really accurately scanned
Delko : nice star, I'm looking for what's coming after, Star Trek space suit ?
ADM : you should flatten this barrel a bit.
I'm currently working on a Jet Set Radio fan modeling :P :
a kind of mad businessman.
The problem I'm confronted with now is the cell-shading material, it's quite difficult to achieve a decent one in 3ds max (realtime shaders of course), maybe I should orient to UDK or Unity...
Max Hardcastle : In a first step, you could look for Blender skinning tutorials (http://wiki.blender.org/index.php/Doc:2.4/Manual/Rigging/Skinning)
similar to your Jet Set guy I was trying to make various 'crayon' shaders for bodyfills or outlines for some of my creatures but I ran into a wall too. I don't have any examples with me right now but maybe I can get some tomorrow.
The game this is going to be in isn't using specular maps.
@irloading
I already had some gradients going on this, but whenever I try to bring them out more I over do it.
More progress: I darkened the concrete added more metal bits and added more rust. Also tried messing around with the gradients.
@Delko - Are you looking for a hair tutorial?
oh yes, the uv spaces of wheels are larger than the rest but i'm redoing all the uv's, unmirroring things etc... maybe changing to a 512x256 layout :-/
@Sketch81: I managed to find one on Google along with some nice hair brushes, I think it came out pretty good
Working on a test level to go with my bot
Is there any point in stretching the top of the barrel UV like that? (serious question)
Doesn't look like it's getting you any extra detail, batter optimization for the UV seems like it would have been to overlay half the cylindrical part over itself maybe?
Instead of drawing lots of little hairs, I think you should pick out some larger locks. Work on bigger volumes. Try to imagine how every lock of hair flows, where it starts from the head, where it stops, which locks pass over others. A hair brush isn't very helpful with this, because that just draws lots of little random hairs.
After you've worked out the bigger volumes, you can add a few stray hairs back in. A few single strokes will do, no need for a hair brush either.
Here's a quick example I made:
For some really awesome hair, check out the character textures Kenneth Scott made for Quake 3: Arena. If you don't have the game, I recommend picking it up from a bargain bin just for studying the textures! :poly142:
Sorry, I know this is quite a noobish question, but I am trying to do some low poly stuff, real low poly like this, and the barrel towards the bottom of this page, but in the viewport and in the renders my pixel art textures are coming out AA'd and blurry... how do I maintain the pixel look on my models?
If anyone here wants to maybe do one lowpoly model for an indie game please contact me.
Inspired by Free_Fall. Not so iconic, but perhaps I'll attempt the SNES, NES, or Atari 2600 next n_n.
Totally wasted diffuse map, mostly black. and some triangles could clearly be culled, but this was just a quick half hour attempt.
Texture flats
@Tekoppar:
If you like doing it, do it !
@sketch81: That's actually where i got the hair brushes from, i just wasn't using them right.
Well... not that much, and seems that it has a style of God Eater. You have wires for that? Hmmm... I wonder if you've cheated her creases with textures?
Looks good, but I'd recommend changing the value of either the hair or the clothing. By doing that, you may either choose to get the hair to pop out at the viewer more (if it's higher value) or you could have the clothes pop out more (and in return make the hair a bit more dull in comparison.)
I don't think 1k tris is too much, but I'm not a low poly expert. In the end of the day, low poly is generally pretty platform specific no? I'd even consider adding a few tris to define the arm shape a bit more.
Thanks guys, I love your art.
Edit:
I tried mirroring, here is the result.
Error281290 Looks fine. But if you mirror it (adding a edgeloop), you could have the double texture resolution on it. Just one idea...or just leave like that.
Raz, the first 4 wood planks thank you
Following with topic of stretching:
http://p3d.in/mTfiG/shadeless+spin
i'm trying to keep it as low as in ps1 games does, seem i kinda fail on it ^^;
It has no textures and no shading (flat-shaded).
All colors are polygon based material IDs.
556 polygons.
Super Nintendo and Zelda: a Link to the Past!
http://p3d.in/ig6Vj
(Note: Hair is unfinished.)
EDIT: I noticed P3D creates some weird triangulation issues that make gashes appear in the hips...
initial thoughts: this thread is for sub-1000 tris :poly121:
Reflections don't really work in a diffuse map, I've gathered...
http://p3d.in/ulC7u
108 faces, one 128 by 64 diffuse texture
CnC welcome!
There are several models posted in the last couple pages alone that exceed 1000 tris for which the artists have still received valuable feedback. Many of these pieces have much higher poly counts than my own. Based on the low poly modelling principles I adhered to and the relatively low final poly count, I determined this thread was the most appropriate place to post my work. It is my understanding that the organization of the forums is intended keep discussions focused and productive. If sharing my sub-2k model in the low poly thread is somehow disruptive in a way that all the other 1k+ models are not, let me know and I'll move it.
Otherwise, I'd really appreciate some constructive criticism. Thanks.
The model is nice, but the texture could use some work. You're right about the reflections not really working... Also there's a lot of noise that makes the surface look rough instead of smooth like glass. The low saturation contributes to the dusty, opaque appearance. At such a low resolution, I think it would be worthwhile to give more attention to pixel-level details. :thumbup:
http://athey.comyr.com/tutdump/character/page23.html (the hair section is about halfway down)
For my part on the "is this low-poly enough" debate, I think that low-poly is more about economy - trying to achieve the best level of detail with the lowest poly count. 2000 tris could be low poly on a complex enough mesh, but generally speaking most humanoids can be done with less.
UPDATE:
here's my humble attempt of a chameleon spearman
I reserved quite a lot of uv-space for the face since I hadn't quite decided if his face would be visible at some point or not. It probably won't be, but I don't really feel I need to re-unwrap or anything, since he'll be seen from pretty far away.
Oh, and the sword is 120 tris, with a 128x256 texture, hand-painted like the character's.