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
10 minutes modeling, 30 minutes making textures (Made the leaves(Pineneedles?)) by hand based off some images i found floating around..
Also, yes.. Physical sun and sky.. >_>
Each tree is 300 tris.
I created a thread on Technical discussion about this a few months back that wasn't much help, maybe someone here can help me? D the pixels on this texture look blurry in the viewport to anyone else? I I'm using the match bitmap as closely as possible option. Is there a way to sharpen that up in my Max viewport?(May need to enlarge image)
Made a lowpoly airship today. It's my second 3D model that I make, first lowpoly. Still WIP and no texture yet but I want to know what others think!
pic.twitter.com/vswl1X4S
It's off at some places, but for the use it will have it won't matter
Is the scene unlit? I mean that the shadows that we see are an ambient occlusion baked in the texture, isn't it?
Could we see the texture map?
Keep up the good work!
Yup, it's all bake in there, I've set the material to 80% unlit, just to keep little bit of shading on the model. I'm not feeling like posting the texture yet, since it's still a half assed mess But when it's done I'll post it!
i really liked your style dude. :thumbup:
I'm a complete noob so any crits are warmly welcome. I do already know that there are a ton of wasted polys in the torso but I'm not yet sure how to fix that. Definitely a WIP.
Try to start on someting easier before making characters. There are alot of tutorials online that can help you.
Posting my concept too.
Hope u dig.
I've always modelled current console Gen stuff but I decided to try and model a Final Fantasy 3 style scene for the 3DS and a PS1 ff9 quality enemy.
The camera would be static, I know I can remove unseen polygons from the crates etc, I'm just waiting until I've picked a final Camera angle (which will be after texturing), though I'd show it here and see if anyone can give some tips.
UV's are mostly overlaying and a lot of repeating textures, especially the walls which are done 4 quads at a time, I'm having little more trouble with the floor for UV's, any suggestions (currently rows of 5's).
Texture will be 256x256, current polygon count is 585 Triangles with nothing new to add. The tv shaped things are to be candlesticks with a floating plane in front for fake lighting in the surrounding area, the long planes on the wall are to be either pictures of swords on the wall.
UV's
Ghost:
Texture is 128x128
Shader only, please ignore the 2 smoothed versions.
Any C&C on this would be much appreciated, its not too late to touch either of them up at all. A ref for the enemy. I'm still aiming to have sort of an eyebrow muscle just between the eyes, and move of a bump below the eyes, to make it look a little less flat.
(sorry if the post is a little image heavy, I can fix it up if need be).
boss05 (View in 3D)
I personally feel that the model looks better without shading in this viewer, though this might just be something about the viewer.
Whats the texture size?
The game is all from top down with slight perspective, so the missing triangles are those never seen.
this remind me of flashback or another world game art style
A little art test for our new game. 1009 tries, 256tex:
JGcount that's wonderful. Please share wires and texture sheets
Love the viking dude Delko, particularly all pixellated.
DanTsukasa - are they for the same project? The balance between environment and enemy in terms of polycount are way off. Also, you don't need to have all that many tiles on the floor, probably. You're better off using some triangles from them to spice up the environment.
Ikuru - The mesh is mostly okay, though the hands are kind of wedge-y. Bu the texture could use quite some work. You have 3 quite different texture styles in there, and they don't quite jive. Well done with using straight pixel lines to avoid AA issues, though.
Kishotta - what exactly is it? Reference would be useful. I would also suggest starting with something simpler. A character is fine, but try to focus more on volumes than on tiny details. One of the most important things with modeling is deciding where to spend triangles and where not. One way to practice this intensively is to push for ever-lower polycounts, because then you really have to divide the budget wisely. (p.s. - a human under 150 triangles is totally possible, just to give an example)
For example, you have far too many around the pectoral area, but the head is very very pointy/blocky. Unless you're making Pyramidhead, this is something you want to avoid. By comparison, Ikuru's selfportrait has something of about 125 triangles in the head (25% of budget) and that's well worth it because the face is quite detailed.
Teapose - I think the wire-hanger-thingy, the crates and the green carpet are quite wasteful. You could drop quite a few polies from there. Conversely, the bucket is screaming for more sides, and the furnace might want a few extra, too. Also, those intersected sunflowers don't really work.
@Delko - Cool viking! I really dig the overall style. I don't find it so uninspired. It's simple and minimalist, reminds me of Ghost Trick, or some kind of modern advertising style (which I really like).
I made a crappy shield. VIEW IT IN 3d!
http://p3d.in/LcgQd
Ah no, they're from 2 very unrelated things.
The ghost is an attempt at making an enemy that would fit comfortably in the FF9 PS1 battle system (its actually roughly 100 polygons lower than the average enemy for the game).
The environment is just something for a Nintendo DS environment. I figured I could quite easily change the polycount on the floor tiles if I simply unattached it from the walls and make it just maybe 4 tiles in total. Any particular advice on setting up the floor to keep a nice polycount? I don't plan on using a different texture for the floor though, just keeping it on the same sheet and tiling nicely.
I think you could remove the dent on all the edges, it sort of goes inwards like a v shape and I imagine if this were in a game the camera to be a little further away, so the detail wouldn't be noticable at all. You've got a normal map on it so I'd say if you really want to keep that dent, do it via a normal map and save the Tri's possibly. Any chance you could show the UVS for this at all?
Thank you for the feedback! I'll definetly look into all you mentioned, and I agree, the sunflowers are a bit off :-3
Janitor (View in 3D)
@Experience: Looking very nice, normal maps look good :P Is it in Unity? One thing I would say is you could prob change it to a couple of 1024x's with the same quality but it is all just for fun so meh haha
polygon distribution isn't the best but oh well.
any feedback is welcomed
attached em'
i realize its pretty crappy, just made it in about 50 minuets for submission to a item store similar to TF2's
I think you could do a lot of mirroring in that texture, or at very least mirror the back and use a smaller texture size, seems you've a lot of wasted texture space on that map.
If you wanted to mirror the entire thing I'd say use a separate plane with an alpha for those unique details on the right hand side (the dripping blue etc).
I like the design, perhaps try to give it a little wear and tear outside of simply the, what I assume to be blood, a few scratches in the diffuse should work that quite nicely I think.
It's a racing game, but i'll try to put as much love as possible in the environment as well.
This is going in my inspiration folder.
Here's a low poly ear I made, my first attempt. I learned alot about anatomy, edge flow, and most of all texturing:
Im glad to hear that!
Cool ear! ^^