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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By aligning seams properly you can get rid of a lot of the mess, such as the <> patterns going down the chests' center seam. Essentially, you're using the geometry to indicate the main shapes, and since those are vectors they can be zoomed in infinitely without showing huge AA blocks. Of course this won't fix everything, but it will help with blockiness a fair bit.
Also keep in mind that a model from that era would likely not be rendered at such a size, but a very low resolution. This brings with it an even larger problem of noisiness: because the engine doesn't use texture interpolation, you will get a lot of so-called temporal noise when moving. You can kind of see how the detail gets lost and becomes very messy by simply resizing your image without filtering:
You really want to avoid textures that have lots of dither-like effects. Such as the feet and the hands. But also those single bright pixels in the chest and those bright edges on the skirt. The pants work okay because they are relatively large color blocks with some AA inbetween them, and the folds in the skirt also work fine.
I just recently made a new character model for the hero of my game. 784 Trigs
Probably the best thing I ever made in Maya in the last 4 years... Self-teaching takes a while...
Anyways, I need help with understanding how texture my models like a pro. I seem to fail at that.
Awesome! I appreciate the feedback. I honestly got attached to the grittiness of the texture and didn't think logically about fixing it and making the UVs more efficient.
I too noticed the noise of the texture when resized, but wasn't sure how to remedy it. Are you saying the reason it scales terribly is because of the way the texture was handled? Like, if I addressed the issues you brought up, that effect would be minimized?
I'm definitely going to go in for a second run of this guy.
yea sorry its a custom gameboy rom i didnt do the code only the image im trying to have someone teach me how to do this so that i can make a template to just swap tile and map hex data from to switch it out. Just love being able to see gameboy mockups on the hardware there intended for.
Pass on my love to the team. Great work!
Tri count from top to bottom(992, 912,926,881). 512x512 Diffuse texture on each truck.
just finished this mesh last night:
Some low poly swords and helmets I made for the iOS game Heroes Call.
Tri Count from left to right(166,132,204,174,174)
Tri count from top to bottom(293, 250, 210)
http://www.youtube.com/watch?feature=player_embedded&v=EUQJetL_M_o
This is WIP for Drifter
edit''
I manned the hell up and optimised his arse.
910 tri's
This is my first model, a chicken bird thing:
And then now I made the character wearing the Tony mask, from Hotline Miami:
Learned a lot from both of them. I'm sure my models are full of newbie errors, but the UV mapping and texturing has been by far the greatest challenge. Drawing is fine, getting it to match the model has been a pain.
I also can't for the life of me get the hang of easing the animations, the curves in graph editor to my eyes are a useless mess.
I haven't done any 3d artwork in ages, because I'm programer first now, but here's some texturing practice on bobotheseal's demon model. It's still work in progress but it's getting there :
Hope I'll be making some 3d assets soon as well.
oh, the animations are pretty smooth too
now on to the next one!
nice...
reminds me of flutter
http://www.legends-station.com/mml2/wallpaper/flutter1024.jpg
977 triangles 1 512x512 diffues
Both models are made for Craneballs Studios' upcoming game, Overkill 2!
(Models by me, textures by 'Darkstorn and Evan 'Racer445' Herbert.)
Hey Poop. Do you start from a highpoly model to help getting the light right or is it totally 2d handpainted ? or using bodypaint maybe ? Really dig those tiny ships.
Here is the current list of ships, all sub 1000 tris 512x textures
Crit/feedback welcome!
sword (View in 3D
488 tris, texture 256x256
and a little something from me...fem Link?
I like your ships the best. I am not sure what it is I just like them. They feel heavy and like they have mass. I see some parallels with some of those ships and Star Trek and star wars. The white ship looks awfully similar to a Ramulan vessel. You cut those polys very close to the mark. They are very well done. The lighting on the windows is a great touch. What programs did you use?
you're a natural!
Love it!
You should make her a body! :poly142:
also am I the first to notice your avatar looks like a walrus...but absolutely isn't... it is great!
haha! i can totally see the walrus now that you mention it! thats awsome Thank you so much for the kind comment