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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First post here, be gentle. Schoolwork... you like?
you're a great inspiration to me, so i'll take that with my coffee and my morning is great :poly124:
And about design elements...i'm not sure about the lower lights in front. Doesn't look like it fits with the circular one on top, and i might overdone it with the rust, but it's just an environment piece for a racing game. Ah....here is one of the racers, and a "pre alpha" screenshot from unity.
I think the texture needs more volume. You have the majority as the flesh color ith just a few portions of dark and a few highlights. You need to get in there and really sculpt some volume with your colors. It is especially important to make sure the edge of the ear isn´t lost against the back of the skull from the side view I quoted. Either darken the back edge of the ear, or darken the skin of the skull. Also from the back view the seam is kind of obvious. I know you do not see that area in a game much, but for a texture practice exercise, you should work on getting rid of that or making it less severe.
This image might help show what I mean:
Dweep, your colors are bit over saturated and bright. They're also are very orange and low contrast. The actual detail and texture isn't bad at all, just a bit blurry. I'd recommend you sharpen them maybe once or twice to bring some of the texture out a bit more, and shift your hues more into the blue spectrum. You could add a bit of faked lighting into the texture too to give it more depth
This is the most amazing transformation of the image with the simplest color correction I've ever seen!
(Dweep, excuse me for such a strong comparison)
Of course it depends where it gonna be located...(e.g. inside a cave, under sunlight)
Thanks for the feedback! I really appreciate it
EDIT: now with more details worked on at lunch.
Nice work, do you wanna keep it that way? I mean texture wise, or are you going to add more shading, "specular" accents and wear?
I would add a subtle vertical gradient to that glass even if you intend to keep it this way.
Some wear and some specular but I don't wanna add too much grittiness. Wanna keep the look very general because want it to be a something that could be used in a game in quantities.
Agnes Oblige, Polycount 813 (aiming for 3DS quality)
I know its a little above 500 so I thought I'd stick it here and see if anyone has any particular advice on areas I can lower without any noticeable difference in quality.
C & C welcome and encouraged ^__^
Based on the following piece of ingame art
Play it here and let us know what you think http://www.ludumdare.com/compo/ludum-dare-25/?action=preview&uid=18519
We're going to spruce it up and give it a proper release next year hopefully.
http://p3d.in/aJ1aq/wireonsmooth+spin
I put it up on p3d so you could really pick it apart!
Love that little turtle kid, though it does resemble or remind me of the Nemo Mr.Turtle's Kid.
Fun game, very nicely executed, looking forward to the full version.
The unwrapping is not that good either...
You could save a lot of texture space by mirroring the parts that look identical:
You can do that for the face, the legs, arms, gloves, shoes...
Also look how small is the pink pin-head at the top her head, and now look at how much UV space it's using, compared to her face!
So you could increase the size of the most important parts and add more details to the texture.
JO420: I love your planes! Great work
You're right in many point, but how I dont know how use the mixed textures (mirrored and not) in Blender uvmap, I did a unique uvmap for the model.
feeling super rusty, havent done any of these for ages
with your still images it looks like you have texture filtering on, is this on purpose?
I tried doing the teeth but couldn't come up with a method I liked - probably easiest just to do the teeth with some planes with teeth textures on and a transparent background rather than model them individually, isn't it?
Also, anyone know if there's a better way to display a wireframe over the model in a render in Blender? Every tutorial I've seen says just to make the wire a seperate model and scale it up slightly, but that seems awfully inelegant.
If you have mirror modifier on it shows only the amount you are editing not the total of both sides. Blender is weird like that, I always check my total tri count by applying the mirror modifier and triangulating the mesh and taking a look at face count after that.
Here are two, depending on which renderer you use.
Blender Internal
Cycles
Oh, of course, I'm an idiot, I forgot the mirror modifier was on. Thanks for the crit, guys.
I see where you're going by trying to make the character disproportionate, but it's ended up looking a bit awkward.
He has a massive head and boots, which is fine, but his limbs are too narrow, and his hands are minuscule in comparison.
Deformed and exaggerated characters still need to look like they could stand up and function or it just ends up being unbelievable, even in fantasy.
Check out this piece by Pyroxene...
You'll notice that while clearly deformed and with an oversized head, the character makes sense, he looks grounded and like he can stand on his own two feet. The best fantasy/scifi/cartoon characters work because you can imagine them existing in their own world, it's like they need their own set of rules that they can abide by.
Your character design is good and it's subjective, but I think the proportions are worth rethinking. He also has a few too many highlights, there isn't a lot of contrast going on. Otherwise, good stuff!
Made some progress on the 1932 Buick!
Thanks for comments and suggestions.
I change the scale of feets and the hands to create another effect in model.
This new one looks better to me.
How did you texture this? Looks awesome
http://p3d.in/Fi4eY/shadeless