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
@Polyhertz Thanks for the cc's!
We had some big restrictions when it came to animation and we where new to working towards the PSP. This made me a bit afraid and uncertain on how much I was going to be able to animate (key) considering it's my pretty much my first animations in 3d. I'm still very fresh on the technical stuff in 3d.
I'm currently busy with an art test this week but I'll see what I can do with getting the rest of the animations into a video and into this thread. There's 15 characters with 5 - 6 unique animations each that Erik and myself worked on. So when I get the time to playblast it all I'll be sure to post it.
Cool bike. Seeing that render reminds me of GTA Chinatown Wars.
work in progress for an exercise in using Maya and creating handpainted texturesssssssss. 330 triangles and texture (diffuse only at the moment) at 512x256
I've learnt so much just from this one exercise so far.
mcunha98 very stylish fish you've got there
MrNinjutsu thats coming along great!
512x256px texture
Play the working demo here
Never sure what the appropriate place to post this kinda stuff is, if at all, but here's some pixelated stuff from a work in progress web ( possibly android/ipad once I figure out repackaging) game :
I used 3ds Max's Ink 'n Paint shader rendered at a low res with no AA.
@bgeviniciusilva: nice progress so far, keep us updated on the texturing!
@mcunha98 : cute fish man, maybe sharpen up the textures a bit to add that extra punch
@paradise.engineering: awesome sword! whats the res of your texture?
@JohnnySix: I'm always amazed by people who do pixel art, how long did it take to do all that?
adding my first contribution to this forum, practicing my modelling/uving/texturing by making one of my much loved characters, Mihawk from One Piece.
References I used from this site: http://www.mihawk.altervista.org/sito3/Immagini/Personaggi/Mihawk/01.htm
got the base mesh down so far, will probably tweak it a bit more before moving on to UVing, comments and critiques appreciated!
(Concept is another image from Paul Richards' site)
I just put down one overlay layer first and filled it with gray then painted some highlights/shadows to emphasize directional lighting. Then I added a vivid light layer and painted some really soft pale blue at the blade end and dark orange at the hilt.
@Kurt Russell & Weirdboy: Awesome paintover, really pushes it to the next level Great work Weirdboy!
you can play the game here:
http://deployanddestroy.com.au/
In 3dsMax I figured out a way to get a nice pixel look (even to perfect 2 step aliasing adges on diagonals). I shared some of my techniques here:
http://www.polycount.com/forum/showthread.php?t=97311
I wrote a maxscript to render out the sprites and another AIR script to add some pixel style outline FX to every sprite + some edge enhancements. Might share some of that perhaps as well.
misc. screengrabs from the viewport
Pixel art video by ilkke our pixel artist
[ame="http://www.youtube.com/watch?v=sayl2vrjW9I"]The Expendables 2 (2012) Heavy Trooper by Ilija Melentijevic - YouTube[/ame]
I have heaps of more media and background details for the art assets, but more of that perhaps in a separate thread.
my only crit is that the tree stump/lake gives off a weird optical illusion of a complete tree.
Slot machine, 654 tris, 512x512 diffuse. (atlased into a 1024x1024 for the final game)
Jukebox, 1060 tris (only just over), 1024x1024 diffuse. Used on the main menu. Ingame variant uses 512x512, in a 1024x1024 atlas. Also has alpha test on the speaker grille.
Neither is especially good but for programmer art it'll do
Can't wait to see this animated.
Only problem is, now I think it needs a character to go with it, but I have no experience in character modeling, rigging, or posing...
Feel free to download the model. http://forum.lowpolyworkshop.com/topic/9687297/1/#new
A little progress on a model I made last night while I couldn't sleep.
It's sitting at 858 tris and 3 512x512 maps. (Diffuse, specular and normal map.)
When I'm done, I might scale it down to 256x256 tho, as it's a tiny prop.
It was supposed to be hand-painted, but I'm not entirely sure on how I would go about painting textures like that.
if anyone got some tutorials or whatnot, then that would be very helpful!
Cheers guys!
http://www.polycount.com/forum/showthread.php?p=1656406#post1656406
@Joob- The characters were for an example game I made to demonstrate basic platformer AI with cheap hacks, then it got a few more plays than I expected, so expanded it to a full game.
Here's the texture sheet - scaled up for pixelly goodness :
Youtube - might wanna turn the volume down a little. :poly122:
[ame="http://www.youtube.com/watch?v=oREFEK_kyYo"]Follow Me - WIP HTML5 platform game - YouTube[/ame]
This thread is meant for the truly lowpoly stuff, not current gen game assets. The 1000 triangles was set with a character in mind! A 1000 triangle bottle is hardly considered lowpoly. :poly128:
The art of making optimization look effortless is fascinating.
Great work you guys.
Its about 2114 tris (sword and clothes included), so not sure how well it fits here. It uses a 1024 px diffuse with alpha and is fully rigged.
Concept - http://www.polycount.com/forum/showpost.php?p=1635925&postcount=119
It feels that you have to focus on getting more contrast, shadow and highlights into your model, right now it gives the feeling of looking kind of flat. But it might be depending on the style your going for.
If your going to give it more of a milmo/wind waker style of shading, without shaders that is, you might want to paint in some of the highlights/shadow etc... to make the model really pop!
Look at this for reference: http://nikanoru.pimposity.com/bastionstatue/bastion2.png
But cool design and see you in school next week!
Just a quick model of the Deku Shield from Ocarina of Time.
Yeah I kinda avoided strong shadows and highlights to get that flat simplistic look, so it was all planed
I also had an id
Thanks for pointing that out, it was actually just an artefact in the AO bake, fixed it now.
Low-poly SNES. Rendered to look like it's ran on Mode 7. 64 verts, 128x128 texture.
Fyi, Mode-7 is just a way to add perspective and distortion effects to a flat surface.
a quickie i made for a joke post in Pokemon Snap HD.
Same model and texture, just one has normal and spec maps.
Yeah, they are high poly sculpts used maybe for Occlusion and helped the texture a lot, I dont think the models have normal maps on them..