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
A new wheel for my Corolla.. (and maybe more )
I have no idea what's going on with that wireframe. Is the side of the tire a flat plane with a transparent center, and the rim is floating unattached?
But yeah, I wanted to keep the tire looking round, so I used some alpha to make the tire a seperate part, and a cilinder going inward for the dish.
This make's no sence at all but it's the best I can do
based on this piece of concept art I put together...
Have to say that is pretty impressive :thumbup:. Whats the performance offset though? I would guess that you wouldnt use this is you were being super low poly, however if you had a bit extra in the budget you could use this to fake the super round look?
WHOA. WHOA Anton.
3k tris?
This is a thread for sub 1k or at least aiming for 1k triangles (In the thread title), Anton. You might want to reconsider where this model belongs.
When moving its feet How will you have it move? And What was this made through? Great Model BTW
related to what I learned here
http://p3d.in/mR0PR
If you open the p3d link and look at the handle you'll see it. i got a problem that the texture isnt matching. Anyone has a solution for this?
'
SORRY DOUBLE POST
Nice, tom-a-hawkie.
The video in the post might help you.
Ha ha thanks, this one is ancient.
He has no feet, I just modeled the cloak.
Done with Milkshape back in the day.
GunSniperHUV (View in 3D)
Crits appreciated!
Yes, yes I did.
My little Poly : Modeling is Magic
Dear Princess Celestia, I learned some new skill for texturing
140 polys. 256x256 px texture
for Terry's Sword Challenge: http://forum.lowpolyworkshop.com/topic/9703118
Here is the Crowned Ibak, the whole thing took around 8 hours to make.
THe cocncept was created by Emily Fiegenschuh (©2011 Emily Fiegenschuh), if you have a minute , check out her website -http://www.e-figart.com/efigart/e-figart_newgallery.html
I hope you like it!
Did you also rig the crowned Ibak?
can you comment on my work in the blender 3d?
1700 triangles - is a low poly or it mid-poly?
thanks)
Imported It into what was at the time Quake Rally or Quake 3 Rally! I forget, had fun with it while it lasted.
Free_Fall made me remember by posting his wheel.
Edit: yea Quake 3 Rally
I also love the car!
in the mean time this is the basis for what i've been doing:
http://doggysdoings.tumblr.com/post/29852856440/hopefully-this-is-helpful-to-some-it-was
a couple days ago i worked out a good method for dithering on highlights for these pokemon renders (and pretty soon i'll have to start adding textures like i did on whispy woods) so you all should see that soon.
oh i just realized i never posted said whispy woods on polycount, just on tumblr and facepunch.
Thanks! It was modelled in 3ds max and textured in Photoshop.
It isn't rigged at the moment. I just moved afew verts to get it to match the concept
@ somedoggy - That looks awesome!
Nice! Love the car and movie sorta haha
Ha thanks, I tried looking for the .obj or anything so I can show some wires and textures because well It's an all black car.:( But I do know it was made wayyy back in 2001 lol! progress, and still learning..
Here's another I never posted that I did working with Allied-Studios, which no longer exists.
content:
Looking good! Appreciate the color palatte
simple trick.. awesome result!
this is what i like so much about polycount!
Added a PC homage to a WIP game :
@ paradise.engineering: Lovely sword, the carved rose gives it spirit!
no spec map btw, highlights are rendered with the ink 'n paint shader.
I modeled these two brothers fairly recently. They are 830 tris each, and use 512 x 512 maps for the close-ups. Everything is flat-shaded, so there is no lighting to speak of. The were modeled in Maya and painted with Photoshop.
And this guy is 980 tris with a 512 diffuse. He's intended to be the hero character of the same world the brothers are from.
Really nice work I like the kid, just a heads up you have a brown seam running through the backside and inner legs.
i wish there was a way to fix the problems with the flames, but i'm still happy with it.
Oh man, thanks for the heads up. I just cranked the saturation on my monitor, totally didn't notice it, haha. And thanks for the compliment as well!