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
didn't you forgot to post too the weapon texture ? by the way, excellent job on your character
(I hope it shows, my internet is acting up so it doesn't load all the images..)
Leyto: Thank you. I actually had the back of the mask darkened in an earlier version, but forgot it here, I'll definitely do that.
you've got everything uniquely laid out, but aren't taking advantage of that. with your texture, you could easily mirror most of it without a noticeable change and get double the texel ratio
generally, the texture itself comes off as very flat. very monochromatic. looks mostly like colors with an AO bake applied on top. think of where you can get some nice variation in the texture - some red in the ears to insinuate SSS, a slight gradient to the arms, some hues in the wood grains, etc.
the shirt is very muddy, i'm not sure what's going on there. you've only got shadows, haven't painted in a single highlight, so there's no material distinction or depth. this is assuming you're going for a full-bright diffuse only char.
the eye holes in the mask don't really read as holes in the wood, and they look a tad high. are the white dots supposed to be pupils, or reflections? if you've decided that you'll never see his mask off, that much texture space dedicated to it is a crime.
the ears need some loving. grab some reference.
not a bad start, but i'd say you're at first pass for a texture. time to roll up the sleeves and actually start painting your hand-painted char.
I'll probably redo the texture later, since, as you said, most of it could be mirrored (and the face doesn't need that much space). I'm not going for a really paintery style, more like simplistic, but some gradients and other stuff you mentioned could very well be implemented there.
And f*ck man, does it really bother people that much that the eye holes are a bit high...? I got that comment before. They're not supposed to be at his eye level, since the guy doesn't actually see the mask himself. It's a magical thing, he kinda sees right through it. There will be other masks too, which won't even have a face (or eyes) like this one. Maybe I should have a particle effect or something to emphasize it's magical nature.
I could also play around with the eye height (and the height of the mask compared to the face). We'll see how it goes.
Also, I guess, it doesn't look like a mask, per se. It looks like a board he put eye holes in. Maybe some decorative paint would help?
thanks! was given about 4 hours on the most detailed ones, 2 hours on most of them though.
Did they give you concepts or references to go off of?
I was playing shadow of the colossus again, so here's colossus 13 in my nes style interpretation:
oh, and here is a link to the p3d:
http://p3d.in/hj9kT/shadeless
(sorry about the glitches in the turn-table :P)
great job!!!! There is only the top cam?
thanks, sorry do u mean u would like to see different views?
One of my first finished characters from my own mind, I realised the unwrap made me have a lot of seems on the main body, but im happy with the head ^^
in Unity
If you want to play the game the site is here; http://www.flyleapstudios.com/littledragon
A Lewis gun for a unity game that got frozen.
Cheers !
yes ged! that perspective view looks much better than the top view from the game
Yeah in game its usually just the top view like this until you crash haha
Just thought I'd post a lil update on my character. [272 tris, 256x256 text]
The hand painted ears is somehow too close to the face. Get a plane, and put her ears there.
PeterHutton , I love it ! very nice sharp details looks very polished !
This suppose to be a HQ for aliens for a project I am working on. I still need to add colour to it ..
Amazing! can you post a low resolution of the texture please?
I want to see how you ordered the UVs...
Especially the 8/16 bit pieces. Anyway, here's my contribution.
722 tri's
Any positive or negative feedback is appreciated.
good job on the model you made, really digging the face and detail you put into shaping its muscles!
I guess if i could give some advice, perhaps there are areas of the model where you can further reduce the number of verts without sacrificing detail, predominantly around the feet area.
and regarding the texture, maybe make it a bit sharper? its a bit hard to make out all the detail around the face region.
hope that helps, and hopefully i will upload some of my own work soon to be critiqued
From what I see, it's better to over-do than under-do. Especially as most low-poly platforms are also modest in size, and contrast/sharpness helps visually differentiate characters/objects on the screen so they don't blend together too easily. In example, low contrast was a big pitfall to the visibility of Resident Evil 4 for Gamecube.
As well need to replace some place holder textures , at this moment trying to get the colours right. All comments and critics are welcome !
Thank you, I'll try to return the favour someday. You are right about the contrast. I tried to avoid a high contrast so I did my best to adjust it without adding too much. A bit more saturation I think helped too.
Nostalgia.
- Circular decals on the wings are too bright, they don't blend well with the rest of the texture;
- Black lines are too distracting, I suggest you to make them more dark grey-ish instead of pure black. Also make them a little softer;
- The blades seem off-angle... They should have a 120° angle between them. Or maybe it's only an optical illuson!
that is an excellent work you did there ! i think it would be better if you use a 128x256 or 256x512 it will give you more space for the wings, it will give you some interesting asymetry
whati is wrong with prop blades aligment? its just my brain weird perspective?
http://craygoats.blogspot.com