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
Nice work !
any crits on this ?
and darkness clothe...
I like the way this looks.
i took care of the cleanup, uv's and textures, models were supplied
Thanks! Although you can't hear their walk sound, I think it fits nicely, and adds even more character.
Yeah, its a hair too fast, but I thought that gave them a more frenetic look and makes them almost comical.
I just wrote the game engine and max scripts maybe next time some more 3d action from myself as well.
And this is what they look in game (pre rendered sprites). Body and legs are seperate sprite sequences so they can rotate independent.
More behind the scenes can be seen here
http://labs.soapcreative.com/GangsterSquad/
the game can be played here
http://www.toughjustice.com.au
unless the player was able to see the big ones at some point. also, I think the ingame lighting kills the color decisions made in the model textures.
My very first low poly model, made as an assignment at my school The Game Assembly. I just wanted to make a violin. Also I like drawing teeth.
[ame="http://www.youtube.com/watch?v=QNDwLsTuueg"]Plasma Lotus Test - YouTube[/ame]
It's not too late for Christmas stuff, right?
Looks great man, i always enjoyed your style, and this is no exception. :thumbup:
Also, i wish you a great new year!
this is great renderhjs greetz to your 3d artist and ilkke
The full topic here
http://www.polycount.com/forum/showthread.php?t=115243
An oil barrel I retouched after a little feedback.
Any further crits welcome.
marmoset
xoliul
512x512 Diffuse
a friend did the highpoly for the glock and the automag. Rest, and textures, are me
there's a bunch more but i havent got screens on hand. These are my favs anyway
about 600 or so tris each, from memory. And theyre all on one 1024x1024 along with about 5-6 other pistols.
in game:
raw
I really like those harry.
Newbie modeller here, I've been working on a barrel for a while, but I can't get my normals to come out anything other than wavy as hell, even after following tutorials and stuff. Any tips?
This is probably my best attempt, but it's from a flattering angle, it looks worse in motion.
Thanks - I realise this question probably has far too many variables to be easily answerable, but what would be an appropriate number of sides for a low poly game prop like this? Most barrels I've seen in games have 16 sides, but far smoother normals than mine. 32 seems like overkill compared to that. Also, should I add any of the rim things to the low poly or do that all with the normal map? Sorry for shitting up the thread with questions, by the way.
I don't work with normal maps, so my advice shouldn't be taken too seriously, but here's a couple of ideas:
1) make a diffuse and spec map and see how it looks when used in tandem with them.
2) Unless this barrel is supposed to be brand new, add some dents and scratches to it. A lot of the time, this can be accomplished with the diffuse and spec maps, so long as you're just talking about surface blemishes. Vikingfunk's barrel has paint bubbles which are in the normal...
Aside from that, your normals don't really look that bad to me at all. Just basic.
@Vikingfunk:
Again, I have to reiterate that I don't make or use normal maps, but I can throw you a crit that I often have with normal maps: The barrel looks kinda like it's had an emboss filter run on it. Reason: You're reflecting the same details in the normal as are in the diffuse / spec maps, especially on the sides of the barrel.
I shouldn't be able to see highlights around the rust streaks. If you do some googling for 'rusty oil drum', you'll find that the paint doesn't normally bubble up so much as it cracks and flakes. The ref I used was for car paint, which does tend to bubble. Regardless, the streaks of rust should affect the diffuse and specular, but the normal should just be the bubbling / cracking paint. With the barrel being this worn and used, I'd probably darken up the spec map so that the really hot highlights are relatively sparse.
@NotExactly
I should start by saying, I've only been working in 3D for 7 months now, and dealing with normal maps for maybe 5 of those, so I'm not the best authority on them. I create my normal maps with methods that work best for the model itself (or at least try to.) These particular maps were created in nDo and touched up in PS.
Try to soften the normals on your actual model and check that your UV's are perfectly aligned. How are you creating your normal maps?
@ Squiggly_P
Thanks for the feedback. Finding good reference for the type of barrel I was creating was a bit of an issue. You have a good point with the embossed look. It's something I really didn't notice. I can address that by gimping a couple of different normal maps together. - Cheers.
Uh, I'm working in Blender, so in a far more confusing and roundabout way than everyone else, I suspect.
I'm just creating a high-poly, then a low poly cylinder, unwrapping the cylinder (I'm quite careful about straightening UVs), selecting both models then just selecting bake>normals>tangent>selected to active.
I was told on another forum that touching up normals in PS is a bad idea, I don't know how true that is.
the crit is not really dependent on technology or how long one has been using it, more about what happens in the real world. The crit is about sharpening your material awareness not use of tools Would be the same for painting on canvas as it is modelling in 3D.
the eyes and mouth are floating on top, like windwaker does it, so she can has some facials.
I understand that. I was just suggesting that my skill for making materials in 3D at all is not great at this stage. At lot of the finer points of creating textures I overlook because I'm still struggling with the technology side of things.
Neox: After my heart
I've been working on Santa's creepy helper for the holiday activity over at the Lowpoly Workshop.
This isn't done yet (it's 1700 tris) but!
It uses no textures whatsoever, or lighting. It's 100% vertex painted.
Bit of an experiment.
Edit: Oh, and the... dangly bits.
scaled diff map
http://randomarena.com/AcidCave/
http://randomarena.com/SeaGarden/