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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baller work man
Thy holy Polycount sweord!
Very cool work, RedRaven!
@[SF]Three9 Thanks dude. That's sad to hear, I love a good 2D project, but a major switch like that would shake things.
@ Mr_Drayton May it smite all those higher than 1k tris!
Here is my contribution, a left behind concept done for dominance war (IV I think), it's a scout robot
So I thought I should make something more stylized and lowpoly vs what I have on there atm.
I havent done "extreme lowpoly" in a while, so I might need some time to adjust to this style. Hope to have her done this weekend.
C&C on the concept are welcome, it's kind of boring right now. I just had this idea of doing a, kinda, hipster girl with an oversized scarf.
Source image
Final Model
http://p3d.in/eIDcQ
WIP:
@greyson - Nice looking model ....how big is the texture?
@aaronaton - Awesome bake! Are you using the normal map as a base to paint your diffuse?
@RedRaven - Lovely!
Here's the latest plane texture with the suggested changes....
Jackie Chan
Keith Moore
Rowan Atkinson
Noel Gallagher
Dudley Moore
Al Pacino
So I seem to be failing my missions, but I have had two people guess it as Jackie Chan, so I must be doing something right. Need figure out what makes Mr Chan well Mr Chan!
@mcuha98: awesome model you have there. really like the architectural style. Only think I'd improve would be the big blue parts of the walls. Some cracks or areas where the paint is gone would help to make it look more "used" imo.
I made theese models a while ago for a Tower Defense Game I had to make for a programming course.
The Game can be played here
p3d links:
http://p3d.in/5dySM/shadeless+spin
http://p3d.in/TOh7u/shadeless+spin
http://p3d.in/fKk8Z/shadeless+spin
@christianb: I think a feature that defines Jacky Chan is his nose its rather round and they really show it in the cartoons/games about him.Mabye you can spend a few polys to make it slightly more defined.
and p3d link: http://p3d.in/1OvET/shadeless+spin
http://p3d.in/iGdcN/shadeless+spin
256 maps for both. Both around 200-300 triangles.
128² for golem and buildings. The rest 64²
some samples:
Weirdboy, personally I like the diamond it kind of breaks the mirror effect , I would remove the cut in the blade , since you see it repeat it self on other side.
I made some rocks for the lava level ,the 512 texture seems like a killer to me tho .
Seems to me Jackie has a slightly more "square" face than your model has. That might help...
my advise is that you should take a look on the TV show called "jackie chan adventures" since he turned out as a cartoon character. it will be a big hint for your model
I'm very new to this field, but expect something from me very shortly!
Cause right now all that detail is at the hilt? and my eyes always run back to that part of your design, maybe moving the text will help with that.
If you could add in a glow map It might give a better appearance to that area, all up to you.
texture 2*128²
textures
in 3D on sketchfab
Based on a concept by Paul Richards for Darksiders:
I would just like to share some screenshots of a game I and a couple of other students worked on, for the Sony Playstation Portable, called "Battle Tactics". It's a fantasy turn-based strategy game with 6 levels and 15 different characters. The production time for this game was nine weeks, and during that time I worked as a lead environment artist.
Credits:
Artists:
Mats Hjertkvist - http://www.matshjertkvist.com
Mikael Hellberg - http://www.mikaelhellberg.com
Erik Wiklander
Madeleine Asp - http://www.madeleineasp.com
Hampus Fredriksson
Programmers:
Per Wikman
Oskar Andersson - http://www.oskar-andersson.webs.com/c-programming
Game Designers:
Mattias Arnöman
William Cooper - http://www.coopersendeavours.com/
Liam O'Neill - http://www.livam.se/
Thanks for watching!
This is probably just about allowed here but I could reduce the tri count and reduce the texture size (from 512 x 512)
Anyhow, I checked out your site and was wondering why the interface textures are not using tiles? Seems like a lot of wasted memory that could go to better use. The blue glowing marker shown in all the screens also seems to be having something akin to alpha sorting issues going on at the corners. And from watching the trailer, while more gameplay/design related, the game could really use some smooth transitions when rotating the camera and switching between characters (ie. camera gradually speeds up/slows down as the user starts and stops moving it).
Good luck getting it released on the psn store.
PolyHertz: Thank you! The interface was built with unique textures because our programmers asked us to do it that way, I believe it had something to do with the engine we worked with. The alpha and camera issues we are well aware of, unfortunately the time for the project just ran out, but hopefully we will be able to fix that soon!
The individual pieces (arms, legs, head, etc) look great, but something about the way the torso connects to the legs looks wrong. His back seems arched in an almost feminine way, and his crotch seems a bit high... well, not exactly. His crotch is at the right height, I think, but rather the crotch of his shorts is too high. Or maybe his torso is too long below the pecs? Perspective makes it hard to tell.
It is some of the animations I did for the game. In the video it says "War of Sonria" because we had a name change towards the end of the project.
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You should take into account what direction the attack is coming from as the character will likely fall in the opposite direction. Assuming you need a 'one size fits all' canned death animation many games will have the characters legs buckle and fall downward from there. Having a character spin more then 90 degrees from an attack, like you have there, is unrealistic because the force would have to be concentrated on an extremity like an outreached arm with enough rigidity that the character wouldn't be able to compensate to re-balance themselve before their back was facing the enemy.
Also, the character with horns and elf ears in blue also could use some more bounce in his walk animation, it looks a bit like he's sliding atm.
The concept is by Dave Phillips located Here
Haha how did you do/render this?