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
just wondering why the area around the girls eyes is so much brighter.... i personally think it would look better without that.
-Andy
edit:
uploaded today another online demo with some test animations:
http://www.renderhjs.net/bbs/flashkit/color_dune/demo_13/
just trying to squeeze something digestable out of myself...
Any comments and crits are more than welcome=)
btw, this kid has been pulled into the world of his dreams AND nightmares, so I suppoese he is going to have to face them,or just keep sitting under his bed.
this is better than the real deal, get him rigged!
Work on getting this guy down to about 200 or so tris and paint in your shadows. Don't be shy with colors either, use different shades and even some completely different colors on your diffuse texture to make your shadows and highlights pop. Generaly for a tubular type character like this you don't need more than 4 - 6 sides, here I can see you used at least 8. Bare in mind that when these little guys are rendered out they are rendered at low resolution so you really won't be able to see that your nose is only 4 sided for example. Keep at it, low poly work has a lot it can teach you that is usefull in almost every aspect of 3d.
Yes! this breathes atmosphere! The 4 caracters share the same feel. Love the detail in the semi "minimal" textures. Already done some envirionments? curious about the atmosphere in the scenes. The "white" parts of the animal-like creature are suposed to be grey right, to cut down the contrast a bit?! keep us updated.
cheerz
-oidipusss
Has an Alpha map to break up the even-ness of the brown cloak around his neck and make it look a little tattered, but couldn't get it to show up in texture view in modo.
got it to 500 on the dot.
I don't think I'll finish him ;p
Here i show a model in unwrapping phase. Im thinking to downgrade the tris to 500 aprox like yours.
Lovely work!
One thing that buggers me about it is the box shaped arms and specially gloves,
the 4 sides are fine just should be rotated 45degrees so they appear less boxy.
As allready mentioned the texture rocks, specially the overalls.
@hawken : it will be rigged
@all : thanks for C&C !
Not necessarily.
I find that if you rotate it so that the edges are defining the silhouette you can make it look a lot more detailed than it really is.
When working with these budgets it´s important to use every triangle to define shape, you can improve the shape by adding two or three triangles to make the silhouette pop a bit more.
When textured, the first thing you will notice is the silhouette and the texture...you probably can´t tell if a arm or leg is four-, five- or sixsided since the shading is usually painted into the texture.
And always have your texture set to fully lit for this type of diffuse only work, working with lighting really is pointless and will only serve to confuse you. Low poly work is certainly not easier than highpoly work. Quicker if you know what you are doing but definately not easier. I have learned a lot more about texturing and poly usage from low spec work than any other form of modeling and its sad to think that most 3d schools today don't even cover it anymore.
[edited]
Thats a shame...especially considering that PSP and DS are pretty well selling, aren´t they?
@madPXL
Totally forgot to say that I love the model.
I want a Super Mario Land I and II remake for the ds!
@renderhjs
I really like the texturing style on these...very nice.
If you lay out your uv's with straighten tools etc. they can be very efficiently planned and quick to do.
Oh and i don't think it's necessary to use orthographical images all the time, i think it's more important to know how a good silhouette looks, and obviously you need your anatomical skills.
I unwrap and streighten first then paint my texture but I often find I need a little more flexibility than say a 128 can provide when lining things up. Such tiny tweaks do not hurt the pixil density and can make all the difference on your final model. To each their own though I guess.
Also, my main question is about the difference between poly count and tri count. I know that game engines convert everything to triangles, but as I've been looking at people's work in this thread they appear to have models with similar density as mine but their posts say ~500 tris, where my model is ~500 polys but ~1000 tris. My model is almost all quads, and I'm just confused that the tris count is so high compared to other peoples' work here that looks similar in complexity.
Sorry for the long reply. I'm definitely learning a lot from everybody's awesome work here. Thanks for the help.
i decided to do a big daddy. i wasn't able to stick to the 500 triangle limit.....=p maybe i'll pick something without so many different parts. it's using a 256x256 diffuse and opacity map.
theres some really fantastic looking work in here..i'mm really enjoying this low poly stuff, but is there a lot of work for it? or are we all just doing it for the fun of it?
edit: btw this is only at 75% self illumination
We won't be able to say anything sensible about it if you don't show us the model. :poly002:
That said, a lot of people here really know how to use their tris in the most optimal ways, and are able to make their model look far more detailed than it really is.
A quad has two faces, because it´s split up into two triangles.
So naturally a 500 polygon model has 1000 tris when it´s all quads. :]
@dale22x
Looking cool man!
edit: i know what you're getting at, but just so people don't assume polygons are quads
Ok, so from what I'm hearing so far is that I am - in fact - way over the limit for what this thread considers low poly? Thanks for the replies.
But it also made me do this(still a WIP):poly130::
It's a guard robot of sorts, not based on any concepts just done out of my head and as you probably can very well see I'm new to this whole game modeling business. :poly142: Now back to drooling at other peoples low poly work...
we have a whole bunch of characters from games... wouldn't' it be sweet to get them all into some sort of brawler some other other type of fun little game
Pressing print screen would work fine for that, LOL. :poly003:
To turn off in max: Customize > Preferences > Viewport (tab) > Configure Driver... > set to Nearest and None at the bottom
Hey, if you're working on Maya, you don't want to turn up incandescence. You want to turn up ambient color instead. That'll give your materials self-illumination.