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
That GTR looks awesome!
Ah the old London Brick warmup. my tip would be to chamfer the edges a tiny bit to get rid of the harsh corners. But not too much. Daryl said mine looked like a rubber when I did it
made a crate both use the same 256x texture.
Loving the A.P.C. reminds me of those old asian? firecracker tanks loved those things.
Nice crate work.
YES. great stuff going on as everyone has said.
been working on a snow giant for the viking game. he is 800 tris and 1024 map the fur is on a 256x128 sheet. I had to bump up the res and polycount a bit as he is about 3 times the size of the player. all the textures are still wips, need to move some fur planes around as well.
and a scale shot to get some idea of his size.
thanks, keep up the lowpolys.
I love this man, but I just noticed the passenger side windows' gradient is flipped.
[ame="http://www.youtube.com/watch?v=3rwVS1jG1L8&feature=plcp"]http://www.youtube.com/watch?v=3rwVS1jG1L8&feature=plcp[/ame]
please critic as well i'm a rookie in this industry, sorry for my crap english
http://bayfiles.com/file/nyLV/VRF7bG/Terry_Sword_Challenge.rar
I always love your texture work so much. :-D
[ame="http://www.youtube.com/watch?v=9lvYR43Ds0E&feature=plcp"]http://www.youtube.com/watch?v=9lvYR43Ds0E&feature=plcp[/ame]
critic will be realy appriciated
194 tri 108 face
texture 256x256
no spec no normal map
Its fun seeing people make awesome designs of my (crappy)concept nice to see your work flow i will do my own version also.. wont be as good as yours though aw well
Made a Destructable version of my crate will be making jibs soon
Also will actually have a scene together soon haha
They are very low poly, vary from 200-300 tris. But they ended up being only sprites in the game, first the should have been realtime models when you zoom in close enough but it looked good enough with sprites and of course much better for the performance when there are hundreds on screen at once.
Yeah! made jibs for the crate it's like 476 tris all together though I'm sure it will handle it though, there not going to be everywhere on screen at all times haha
also I know it says fragile on the inside but I reused the texture for the crate when its together to save texture space and its much easier this way. plus they will be on screen for like 2 seconds maximum before disappearing. Think I can get away with it?
I doubt it will effect performance much if they fade fast, but you could still get rid of all the edge bevels and I doubt anyone would notice, and that would save a lot of tris.
Very cool style! However, the texture stretching on the walls is really weird. Between the pillars and the floor generally fine, but the walls are pushing the small texture space too far and it ends up clashing with the rest.
I would also suggest the 'toon'-ish outline around the objects in the room to be either much lighter (closer to the darkest details on the texture) or not even there. I think it would work quite well if you simply made it lighter.
I love that episode. Good job mate.
I have the model somewhere, but can't find it, so this pic I made will have to suffice for now.
AGAIN: Quake 1 texture pallet, 256x256 texture and I remember it was about ~380 tris in the end, but this pic might be old (looks higher), also no quads, because they were not supported. UV mapping could have used a few tweeks from the looks of it too.
EDIT: Found the info:
346 Verts
667 Faces
256 Colors for the texture, 256x256px
148 tris
512 diff/norm/spec
First post. Been lurking this thread a long time now. I was overwhelmed by all this great art and I finally tried to do something similar.
And I failed.
I tried to model a sketch of mine, convinced that it is something one can easily do under 300 tris. I don't know what i've done wrong but i can't reach this goal.
The model is 526 tris.
I beg you for help. What is wrong, what can i improve ? Oh, and is it really necessary to have the mesh as a whole, like i did ? I thought it would be better for unwrapping,texturing,rigging and animating.
Sorry for the long post and my n00bness.
can you post some wireframes/ texture maps?
Made the handle a little more wonky for the final version, since I already had some loops sitting there for some reason.
Process:
Quick version in maya with equal quad distribution 5 mins
Sculpt it up in zbrush 1 hour
couple different low poly versions (3d coat), bake experimentation (xnormal), 1 hour
bake touch ups, and diffuse painting in 3d coat 1 hour
specular painting in 3d coat, 10 mins
For one, try using quads to make the model easier to "read" from what I can see is that the legs and shoulders are very complex for what they should be. I would suggest looking at the wireframes of other low poly modelers and see how they accomplished the same thing in fewer tris. Another problem would be that you are simply using a ton of extra points to make the model more round, that increases the poly count rapidly. And don't say that you failed, you simply ran into lesson 1 in low poly modeling, you need to just work on optimizing the model for what you intend it to be, very low poly.
You DEFINITELY do want to keep the mesh as a whole. It does help for texturing and especially for animating.
But you don't have to, and you won't always want to in all circumstances. Such as adding extraneous pieces like armor and such.
Been getting into modelling again, though it would be best to start low poly. Trying to match your specs for the styer, ended up with the exact same amount of tris, though I am certainly not as effecient as you!
Any help would be wicked!
Last work
Dragon's rider for a personal Panzer dragoon Tribute
Polycount : 1096 triangles
Complet character with dragon Here
http://guillaumeminet.free.fr/Portfolio/3D%20Personnal/PanzerDragoon/3D_Dragon_004.jpg
Keep Up all
I believe your model is totally fine.
Maybe polygon distribution can be a bit better in some places. I always hold in mind camera and overall size of model on screen in game. Some of tiny details and bevels may become invisible to viewer. You can cut this polygons and use it to make big shapes better while remain overall polygon count.
Made some Modular textures (rendered in marmoset) for a environment I will post soon.
@ocarian: amazing! any chance of textures of the guy and dragon?
This. is. AWESOME! I love that game! Maybe going to try to make one myself