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
You're right, I can improve the front and back view of my UV by putting arms and legs together (as for the side view).
Putting arms and legs 3 sided is a good idea too.
I don't understand the "central loop" concept. Could you explain what you mean please ?
You're right, this character is very tiny on the screen but if I can reach to a 32*64 texture map, it's a good gain for me.
My NDS 3D Engine doesn't handle miror mode, I must map each tris.
You got me wanting to try and make a 160 tri human so I figured I would show you what I meant using my WIP to illustrate.
The red line on the wireframe shot is the center loop. Basicly you build half the model and unwrap/ texture it then you mirror the model and colapse the stack. So essentialy you have 2 models sharing the same texture, that is what mirroring is. I find it hard to believe that your engine does not support it.
Anyways texture is still WIP as you can see by the clothing. 160 tris is a tough budget to work with especialy if you want it to animate I think I dun it though lol
C&C welcome.
It was not like this on my character cause I want to create some asymetric clothes and to decrease the poly count. But I'm going to try to improve my character by using every good advices you give to me. My new pedestrian is 124 tris now with better usage of the UV map but before posting it, I want to improve the head.
You are right for animation, It's hard to go down with the poly count if you want to keep a good structure for animation.
My character called "Joe" has a biped structure. He walks not too bad. But, sure, I can do better and I'm going to.
Your character works on my NDS engine because you've got an edge on your red line (center loop).
So, I can mirror the texture by flipping my second half body.
he is at 461 tris, weapon included, and 1x128 texture.
and a little team shot so far.
Yeah I need get some colour variations in them,I agree. maybe on the next pass i do, hopefully when there all done a i can coordinate them a little better.
onto the trickster/rogue next i think.
135 Tris - 64*64 - 256colors.
The head is brand new with a center loop to mirror the face.
Same for legs and arms but I keep the bust like this for asymmetrical clothes.
Having alot of fun doing them.:)
Japi, I don't see your model.?
http://site.voila.fr/div/Fred2.jpg
Here is the picture.
Feer my doom warior! Not textured yet, but unwrapped. I wil probably get SuPa- to texture it.
Great work you guy's are doing. I always loved low poly game art, finally gave it a try. By the way, I know only finished projects should be posted here but dont know if I'll ever completely finnished it anyway so...I'm sometimes pretty lazy with my own projects.
Let me know.
cheerz!
-Oidipusss
Very cool little mech, love the grabby thing at the front.:) nice texture too.
And welcome to the lowpoly boards.:)
is it MGS or one of those Maschinen Krieger things?
you should try and take one pixel brush to sharpen up some of lines of detail.
Thank for the nice words!
It's a Maschinen Krieger H.A.F.S jerry, always loved MG (maschinen krieger) designs. I guess the Metal Gear concept could be based on MG, not sure really.
cheerz
-Oidipusss
UV'd and basic texture done.
Shaved a few more polys off, but it's still overweight (534 now).
To decrease more, you have to imagine what will be the size of your character in the game during each phase. Every details that you can't see in this situation could be deleted (like poly between hand and arm, which could be too small to be seen in the game)
Beware! My sucky half textured wip is up xD
on a grass
it's got bad uvmap on a pair of 32x32s
just a 3dfart in 40 mins total, including the grass
i couldn't turn off the bilinear filter in time.
but I am not yet happy with the textures,- guess I´ll have to work more on them
Can you post the diffuse, I'm seeing the famous tile trick if i'm not mistaken.
keep it up!
A nose wouldn't hurt unless you're obsessed with a low polycount.
totallyAwesome loooking goood , mesh looks good tho, texture needs a little more degrees.
renderhjs i dunno how that model will work..? what res is that texture, and as for animation..i have no clue ..i see i bunch of pinching going on. AS an animator if i got this model i'd have to add about 300 or so polys to it..:) if this is Indead a "game"
projectHAHA.....
deathbychris, that looks great so far.
Edit: done some of the texture, corduroy looks a bit chunky though:
nothing fancy,- my engine doesn´t care much about texture size- its more of a online bandwidth thingy not a real technical limitation in the architecture itself. Therefore my belief for this project is to keep unique texture faces in order to add more asymetrical details, and I´ll add more details on her.
this is how she looks in the engine:
the online engine demo requires flash player 9
and yes 300 triangles is the real limit as flash still isn´t that fast for polygon rendering and I want to display 3-4 characters at once animated wich would be propably the limit on my machine with this engine.
Renderhjs, she looks good. I also checked out demo 11 she looks great in that background, although she's a little too light for the bg I think.
I made an animation test myself- seeing if the low poly count would hurt the animation:
Im a Long time lurker, first time poster. Im new to the whole 3d art world, but I find it more and more fascinating with each passing day. Here is the first model Im willing to show off. It is a coffee maker. Cant wait 4 your crits!
Any crits?
A_GAME: Lookin' purty good, welcome to the scene! I think you could get the curve of the body of the coffee machine a little smoother with those vertexes, and I think maybe there's a little...too much noise on the texture. I'd actually maybe redo the texture with a smaller map, as it looks like 64x64 would do just as well for the object.
That could easily look 256x256 or lower with more clever uvmapping as what you have on your skin ATM is pretty redundant
Since there are so many parts that could be mirrored, I doubt you'd lose any detail at all.
Also need some advice on the texture.
renderhjs and deathbychris, those anims are really good.
A_Game, nice coffee maker. The coffee stains stop too abruptly on the front-bottom part though, perhaps continue the stain over the edge slightly. Also the stains should probably have more defined edges like this.
Nice work so far snuggles.
ha. love this guy. one of the most fun pieces i've seen for a while
one of beeing a rebuild of the first little girl approach- this time with a cleaner UV and some fixed areas.
The biggest guy is a guard and the texture was not done by me. Textures are still in progress
tris : 494
texture : 128*128
Enjoy