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
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Super sexy!
In the first and last pic, the Tris counter is higher cause the labels [right-down]
why are you modelling the plank in the middle of your boxes when you are using a normalmap?
Very nice texture work! Also interesting creature design.
So nice! I love the design of Cryx warjacks, good job. Cool colour palette too
Here is an assembled render of the tree, rock, soldier, and my tank.
Critique is greatly appreciated, this is for school.
But the tree looks like it has dinosaur texture. I think you can save a lot of UVspace because the characters looks the same on both sides. You could use the same texture on the tree bransches also
1.038 triangles
512x512 diffuse
The tree is supposed to be a Gatorwood Tree, a made-up species for the setting these little guys are from in my head. However you aren't the first to point out the tree's weirdness, so maybe I didn't execute it very well. Oh well, live and learn.
Thank you all very much for your input!
I'm not really feeling the tree texture. It looks like a cobblestone texture was applied to a tree base.
The tank is pretty cool though. Reminds me of the tanks on a game that I believe was called Advanced Wars? I can't remember it feels like it's been ages since I've played it.
kid --> 560 tris [512x512 diffuse]
helmet --> 93 tris
weapons --> 42 tris [256x256 diffuse]
ammo --> 20 tris
Take a look here for the turnaround (antialiasing+filtering+shadow off): http://marze3d.blogspot.com
Maybe I'll try to scale down the size of the texture and to paint the hair, but I would not want to miss the cartoonish style.
Critics are always welcome.
Heavy WIP, still trying to nail a look. I'm gonna remove the tile outlines, they make it look too segmented and only emphasize the tiling, making it look boring.
any crits so far?
Screen resolutions were taken from perspective of a Motorola Droid (854 x 480)
Yes you could finished the game?
Just mention their name and then your question/comment.
It's a pleasure to enter this amazing community.
This is my first attempt at low poly modeling.
Did it in about 1.5~2hours, and I'll begin textures asap.
Feedback, critics and tips are more than welcome
This is really great, how do you achive this effect on the textures?
you could remove some edge loops around the arms, hands and legs.
Wouldn't that make the rigger and animator's job really tough?
I don't really know, so I'm just guessing that there's some base shared between animation and game modeling, hehe.
Thank you very much for the tips, i'm really newb at this
772 tri's
1x1024² diffuse, specular
Could you show a texture that displays the UV wires as well?
I always find it really interesting how animal layouts are performed.
also this link explains some things about edgeloops for animations: http://www.cgmascot.com/design/modeling-for-animation-body/
That link has some amazing lectures, thank you very much for it, bro!
It rests lightly on my favorites bar, now.
Hopefully I'll aply all that knowledge soon and show it here (:
Lovely!
soon enough... soon enough.
Little things I'm doing at work.
Can you show some flat texturemaps?
gUnter : Great looking Ore/Meteors
bumped textures up to 256x and it does have normal on it still just a flat plane though so it's pretty damn low poly haha oh also just noticed that weird seam, totally will sort that out soon as.
I really liked it. Any chances to see something more?
Also can someone please tell my why I don't get the same render in blender as I do in 3Dsmax?
(I'm obviously new to blender)
Basically, I just tried my hand at modelling again after a good few years and decided to do a low-poly gun myself. Not really to the specs of you, guys (300 tris? Maybe next time), but still aiming for ~1000.
Still early on, but it feels good to do something...
for reaching a pixel-look you have to turn of Interpolation on the used Texture
and in the render settings Anti-Aliasing.
In the attached image you can see where the settings are.