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
Thanks for your comments guys, in fact the bluish models are highpoly ztools, I made them to define the shape of the creatures and bake an occlusion map to use as base for the diffuse texture. The lowpoly models in the pictures have just diffuse map applied, but finally ingame models have also normal map, in the last picture you can see some ingame screenshots and these models have normal map.
Love all the stuff you guys have been posting/working on!
Screencap from a simple game I've been working on the last few weeks. As shown, 14 tris!
Like you said, it's rendered in 3D which is totally unnecessary for this project.. In reality, most modern environments render 2D in 3D. I don't have any experience with GameMaker, but I know that Unity and XNA are both built this way.
I'm think it's a bi-product of the highly optimized rendering pipeline on modern hardware?
Also it makes making an editor really easy, as everything is a tile anyway.
p3d link: http://p3d.in/5OKQd/shadeless+spin
And one of the environments, tiled 3x.
Excuse me, how can I do this?
like, how do I export a gif with transparency, AND have it sharply pixelated like that?
I work with 3dsmax, haven't found a way on my own.
nice one btw
Hello everyone, this'll be my first post here on Polycount.
Been looking through these past almost 400 pages, and it's inspired me to create some quick, low tech assets, for a small C# practice project.
Thanks for all of the inspiration!
alternatively you can scale it up in after effects and export as a draft (this keeps it from interpolating)
Here's one I did today.
If you guys like these I'm posting more here: http://doggysdoings.tumblr.com/tagged/pokebit
Keen, i feel like if seen this med pack ingame before?
Could you kindly post a wireframe/tex of that environment? Looks extremely nice!
wow. a lil more than I expected.
still, final result looks worth it, thx for the share
I am working on the last collection of segments for the rts game , trying to give a scifi maya feeling to it.
still work in progress tho , I am trying to get the right colours.
According to Maya, this model has...
340 Verts
670 Edges
332 Faces
674 Tris
1010 UVs
Here's a model I made a couple of years ago, which feels sort of the same as yours. It only uses 100 triangles and a 32² texture.
Update on a model I've been working on, trying hard to keep it under 1000 polys...
Any Adventure Time fans out there?
Couldn't you just import the PNG image sequence straight into Photoshop and skip the AA/.mov part of it altogether?
Nice work! I realy liked the texture
987 polygons
VlingManchuChass (View in 3D)
1024x1024 diffuse
Manchu Painting the chassis is based off.
I'm not 100% sure cause it's been a while since I've done it but if I recall correctly you have to use the 32-bit version of Photoshop, then when opening an image (the standard 'Open' menu, not 'Import' or anything else) there should be a checkbox there called 'Image sequence' which - considering your images are properly named in an actual sequence - when checked, should import the whole thing as a "video".
Sweet! ill try this out on my next one, thanks!
You can also import frames in this way. I did it in Photoshop CS6. Not my solution though, found some time ago on the internetz:
- File > Scripts > Load Files into Stack
- Then load all the frames. They should load as layers.
- Turn on (if disabled) Timeline window (window > timeline).
- In window properties (list icon in corner of the window) choose "Make Frames From Layers"
- You should have all the layers loaded as frames. Now you can set their timing (f.e. select all of them and click on time value under frame image).
- You can reverse frames order if they loaded in wrong order
- To save: File > Save for Web
Here's a proof that it works. 802 triangles, diffuse + normal map
It works on 64-bits too. I do my turntables this way.
Here is where is my robot scout's texturing at this time:
somedoggy : it looks nice, even if a cartoon shading with realtime shadows would looking a bit better :poly136:
Gruckel is this a zbrush baking or just hand painted?
Weird, I tried using 64-bit CS5 and didn't see the "image sequence" checkbox.
kakapoopie: Emory showed me your stuff.
I am INCREDIBLY excited and humbled. I'm assuming Emory will hash out further details with you, but we both liked it, for sure
Based on this quick concept I made.
http://25.media.tumblr.com/tumblr_m9qfetYiDg1r4s4z0o1_1280.jpg
I like this but maybe make the stone a little darker to make it look more solid
could crank those textures a bit up level wise
Is it me or does that noes need some triming? tris triming that is, half the tris is on the noes.
Jackie was my first guess, so you're not terribly off.
Here are the things I thought of while editing this:
1) Jackie has a HUGE nose. I would almost make sure to definitely put some geo in for his nose for the 3/4 profile view, if not just a bigger nose in the texture. The nose also hangs pretty far down near his lips.
2) His lips do contrast a bit in comparison with his face (unlike a lot of male faces) so I would darken them a bit more. Also, I added an upper lip since he does have a pretty visible one. His lower lip could use more volume too.
3) Because his hair is straight and layered, it forms almost a peach-like, soft-rounded silhouette because of the way he parts it to one side. I think adding some more volume on the top of his head will help him look less like Al Pacino. He also almost always has like a half-circle shaped bang on his forehead. Again, his hair is very round and bouncy.
4) Jackie has little beetle eyes. It makes him look like a puppy dog, and I think but emphasizing that will help tie in his signature look, and help pull him from looking too Caucasian.
5) His eyebrows, from the center of his face out, angle upward, not down.
One thing that always helps is constant reference. Take about 5 minutes, make a photoshop document with at least 10 images, and refer back to them if you think you've lost your way.
I also like not only photos but caricatures, since they really distill the main elements of a face in an exaggerated way. Try to remember to push the exaggeration until it breaks.
Otherwise I think you're on the right track! I've seen about 30 Jackie Chan movies so I had to chime in.
Keep on keepin on!
@MrRik - I agree, the contrast isn't there. It makes it look bland.
@renderhis - I agree it looks more vivid with your change. Would you make the change strictly with an adjustment layer? I feel like there is some painting left to be done here. Since the rock are simply shades of grey without colour. I also feel that the backside lacks some detail and polish that the side of the statue has received.
@Micah - Agreed, adding more contrast would make it pop more. And give it a higher appeal. As for the triangle count, yes it's quite tessellated indeed. I don't think I want to touch the mesh as it is now, but rather on giving adjustments to the diffuse according to the critique!Now I'm the first to admit I'm a complete rookie at hand-drawn textures. But godamnit I want this to look good.
Especially now with the added feedback!
I've gone and done some changes using only the Photoshop layers adjustments, the third one is slightly over the top. (Or so at least I feel!)
But why not realize the other end of the spectrum in order to find the middle ground, eh?
shmowzow!
I think it's a bit low res, I think you should expand the tris count to 4 million and expand the texture reso to 4096 so you can see the details.
N'aww. I really like it. I think you should pose it in some kind of situation to expand on the "n'aww"-factor.
these little models broke a thousand notes on tumblr which is pretty exciting for me since people have just started to catch on.