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
Can't wait to see how you execute this one, your 86 was great.
Here's Hawkeye in his Nightblade class. 900 tris and a 256 texture. The weapon is 60 tris with a 32*128 texture.
Jade Eye Panda - Thanks! Look forward to meeting you and the team tomorrow!
Here's another model for the USC team.
and 3d viewer
Engine01LowFinal (View in 3D)
And a environment which I made for Gangstar Rio game
Personally I find it kind of sad that people with their portfolios put sometimes typography in their work without actually caring enough about the fonts, readability, placement, spacing etc.
Often the fonts or the typo is
I think text in these kind of images are foremost functional because they deliver often technical or additional information, they are not the content and they shouldn't matter if your art on its own is really good. So perhaps don't treat them like headlines or art pieces on their own (the work should stand out not the typo, you get less impact on your work with big or distracting text).
Just like good art, always question these little things, they can make your presentation look so much better.
Some professional and free fonts can be obtained from google's webfonts, just download them as open type font (otf)
http://www.google.com/webfonts
Edit: oh shit, haha. Anyway, renderhjs speaks the truth.
But that's pretty much the only excuse I can think off
Great low poly works going on here.
here is a viking low poly character i have been working on. His base mesh is 540 tris, and 1 512x512 texture, with alpha. Im also going to use another page for his weapons and stuff. Im still working on the texture and seems, and all the weapons and bits are still very WIP. I will be posting more progress here tho. Including a back shot when i fix all the seems. I will be building an entire armour and weapon sets for him and a small side scrolling level.!
THANKS
thx for the feedback.Yeah his hair is kinda Yellow, I was going with golden haired.here r some other versions tho OF the many. hopefully these could all be changed in game.
thanks..!
The belt really stands out, I like the 1st one.
In modeler:
In game:
EDIT
Here's some more
Just thought I'd post this video of the student game project "War of Sonria" for the Sony Playstation Portable. Posted some images from this game earlier, but now when we finally have a video I might as well post it as well.
[vv]50047332[/vv]
Credits:
Artists:
Mikael Hellberg - http://www.mikaelhellberg.com
Mats Hjertkvist - http://www.matshjertkvist.com
Erik Wiklander - http://www.erikwiklander.com
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 - http://www.marnoman.webs.com/
William Cooper - http://www.coopersendeavours.com/
Liam O'Neill - http://www.livam.se/
Audio Technicians:
Niklas Harju
Robin Carlheim Müller
Joel Ahlsén
Anyhow, a few things things you might want to change still: The blue marker shouldn't be visible during the action phase, it just serves as a visual distraction while the animations are playing. The tile sets lighting also seems very inconsistent (the top of the trees are darker then the grass?), most of that could probably be fixed via simple level adjustments in PS. The grass especially is far too saturated and should be toned down so the characters pop out more. And instead of using a solid brown background maybe try and use a gradient with colors based on the time of day you want to convey.
Decided to try my hand at some lowpoly/low-fi renders. I couldn't get my toonshader to do what I wanted, exactly, and for whatever reason when I do the 'turntable' button in Maya there's some kind of easing when it starts and stops that I couldn't figure out how to get rid of, but here's what I came up with!
Altogether, both characters, the weapon, and accessories add up to 2,200 tri's, they all share a single 512x512 Diffuse/Spec and Alha map.
The zombies use half a 32x32 each, and the environments, cars, pickups, and UI use 4x4 textures.
The link to its kickstarter is here,
http://www.kickstarter.com/projects/1245719024/orezom-trails
Thank you for your comments! Yes, we are currently in the process of getting this released as a PSP-Mini, and because of that we are sadly not able to change or fix anything. The reason, however, why the top of the trees are darker than the grass is because otherwise they would all blend together too much in certain levels of the game. The reason why we used a solid color instead of a gradient as the background was simply a performance issue.
OreZom Trails - that is!
$!nz HEYS
achillesian It must be done at some point. ha
GOdzero that looks very cool, great style. How do those zombies explode.
some more progress, rigged him and worked on texture more..
SF style test anim for the rig.:)
keep it up.!
hope you all can enjoy
i also uploaded it o P3d.
However, because the difusses are separated
the model also viewed separatedly (sigh)
Sword: http://p3d.in/wcQ1g
Char: http://p3d.in/3cXYS
Maybe you thought you went under in this flooding thread - that's an awesome piece. I like a lot what you did there mixing some new techniques with a very well executed style. Well done !!
Thanks man!
Been trying to learn 3ds max and stuff like that, trying to make uv's cleaner. Any criticism is welcome
Heys Hellmouth , dunno what your on about,that is some pretty solid low poly modelling. U could prolly chop a few polys here and there but overall nice, i'd throw a rig on him ,that will soon show up any areas that need love. I will often do this before texturing.
MellowNinja hmm its very basic for the amount of texture space you are using. but i'm not sure what you are going for, and what engine it is going in. if your able to use spec maps you could pretty much do everything here with a 4x4 texture. adding spec to the crystal will really make it look more crystally and seperate all the faces.
Did a little more work on the viking characters, and started his wolf. still going to add alpha planes to the wolf, and his texture is still pretty rough, the wolf is currently at 444 polys and 512x512 dif map.
and a silly little base.
thanks.!
Small prop I made for a game I'm working on.
both characters' legs seem a lil too long tho, just my 2 cents.
waronmars & ALPHAwolf I envy your painting skills :poly136:
btw, my Jet Set Radio fan art is being continued:
894 tris, 512 diffuse, Unity render with Toony-Lighted-Outline Unity shader
Made of bunch of coins this time
Tonight's effort, ~3hrs in Max.
waronmars : Very interested to see this guy.
Here is a few concept drawings I made:
And here are some gifs of the models I just finished.
The character is currently sitting at 428 tris, with his equipment (rifle, bags, shovel) being another 186.
The tree is 299 tris.
The vehicle is at 1957 tris.
I made it in 2010.
512 tris and a textures 512x256