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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Working on my lowpoly moddeling. Guess who:)
let me know what u think,still working on the texture though
1008 tri's
824 tris. Don't look too long, you'll see all my glaring texture mistakes!
Sorry for the excessive amount of polys on this one (1354 tris),
i wanted to post something ..
thanks. For months i'm roaming this thread, and, people, you're brilliant.
The sword is 120 tris btw.
FBX: https://www.dropbox.com/s/npze3x3zq4u8yx7/fulviowip01.FBX
This is a character I'm doing for my 3d Character class- I'm hoping to make it into an actual game sometime though. The tri limit is 1200 (pretty generous).
I have some concerns on the shoulders and knees' topology- not sure if that'd be appropriate edge flow for bending and such. I know I should have probably modeled in T-pose for the arms, but just wanted to make sure it had the proper proportions (being somewhat styled). Doing a test rig in a few minutes just to be safe.
Based on this:
http://amtyk.deviantart.com/art/The-Atlas-of-Striking-Oddities-351792471?ga_submit_new=10%253A1359853831&ga_type=edit&ga_changes=1
http://amtyk.deviantart.com/art/The-Atlas-of-Striking-Oddities-Fulvio-McSparrow-351799577?q=gallery%3Aamtyk%2F2355120&qo=0
I'm also making an accessories sheet for the character.
[Concepts: http://amtyk.deviantart.com/gallery/#/d5tg8rl]
I want to make the book open, though for time sack I might make it closed; though it's pretty important to the story, so opening would be the best.
The book closed is 72 tris and the book open is 90 tris.
I'm not really sure where to go to make it more effective. I'm also not sure how I could rig the books to open either. I pretty sure I'm over thinking it though.
EDIT: Fixed some model topology and proportions; he's exactly 1200 tries now.
FBX: https://www.dropbox.com/s/00mphe2m3kk6e40/fulviowip02.FBX
This is like a week and a half's progress.
360
We all start some where.
Q:
Did you create the undersides to the attached elements? Like the spikes along its upper torso?
Ask because of the left side under your heads texture.
I'd work on It a bit more to make It really read as metal, just to get the general idea because you'll most likely be using metal in future designs so It is better to understand It now so your prepared in the future.
Inspired by various other origami stuff I've seen on here.
Vertex colors baked to a texture.
This is my first more or less finished character. 700 tris is much for such model, I realize it could be much less if I didn't use just quads. I'm a bit confused cause all tutorials say tris are bad for topology and break animations. Is the tri usage just a lowpoly kind of tradeoff (saves tris, but makes model behave worse) or is it useful in general?
Anyway, please give me some feedback on the model, so I can get better at this.
256 Texture size
518 Triangles
I still can't figure out easing in Blender but still making progress I guess.
Some low-poly work I'm doing for a client.
It could be optimized further but w/e.
If anyone is interested, then it's for Overkill 2.
y receiver so thin?
http://cdn2.armslist.com/sites/armslist/uploads/posts/2011/11/29/239886_01_mac_10_45_receiver_flat_and_ma_640.jpg
Now that you mention it, it is quite thin. But compared to my refs, it's not that bad. Oh well, I'll resize it a bit.
Feel free to check out their Website:
Gates of Horizon Website
or their Facebook Page:
Gates of Horizon Facebook
Enjoy!
Thanks for looking!
They look fantastic, well done man.
dvisionvoid
Crits:
1- Take out those extrudes and bevels on his shin.No need to do that with that low a count.
2- rotate his arms 45 degrees so it doesnt look so blocky. Plus its better in a wholelot of ways!
312 triangles, 256x256 tex
doubleship (View in 3D)
you can also check the model at
http://p3d.in/VzYrx
Does he have no eyes, or are they just small and dark? If it's the latter, they could probably use a tiny shine.
Really awesome work. Love that red ship.
And then started playing with this:
thanks man, yeah I got I bit sidetracked with this viking stuff, I learned with the pushing game that animations should be way quicker than I'm used to, so I'm experimenting a bit with that
also that the camera angle on the game changes everything
I love your two characters! My only problem is with your unwrapping, you've got a ton of wasted space on this map. Be sure to be as thrifty as possible with unwrapping, pack those UVs like Tetris blocks and you'll get more detail out of the same memory you're using now. Also for presentation you might want to show the borders of the UV, just to help visually. I've heard some crazy stories about people losing jobs because they didn't know the basics like unwrapping stuff properly.
Nice one Terri - one to watch!
The shapes of these look interesting, would be nice to see them flying about Homeworld style.
Maybe it's just the lighting setup here but the textures need a lot of work IMHO - at the moment they look like paper model kits with lines drawn on. Even a simple bit of specularity would help! A good reference for this type of stuff would be, well homeworld I guess, but try to look up _their_ inspiration, which was a book called "Spacecraft 2000 to 2100 AD" by Stewart Cowley [ame="http://www.amazon.com/Spacecraft-2000-2100-A-D-Authority-Handbook/dp/0890092117/ref=pd_sim_sbs_b_1"]Amazon.com: Spacecraft, 2000-2100 A.D.: Terran Trade Authority Handbook (9780890092118): Stewart Cowley: Books[/ame]
That book is a corker! He wrote several others but this is the original and best, the bible of most space games.
And of course the work of Chris Foss.
Brraaaaiiins!
First low poly model, I took a lot of inspiration from work I have seen in this thread!
Turn Table version! (Animated, run cycle)
Prodigga: Love how they look in unity, the outline adds a lot.
finished this Soul Prison guard tower:
We started to use "Full Blast" as working title for our project, maybe we change it in the future, but for now it is better than just "Shooter"
First level is almost done, here you can see some screenshots both from Max and from the game itself. As you can see, finally we use a top down camera instead of the isometric one, which looks more cool, but creates some gameplay issues.
You also can see a couple of videos
[ame="http://www.youtube.com/watch?v=nVG9gtLOb68"]Tileset City (3ds Max) - YouTube[/ame]
[ame="http://www.youtube.com/watch?v=VGpW-m5ok98"]Tileset City (ingame) - YouTube[/ame]
full thread of this project here.
I have two minor crits, first the enemies bullets are very small imo.I would increase their size and saturation.
Second one, I think you lost a lot of the 3dness of the background as the perspective is very flat now.
You could Decrease the focal length in your camera to make all the 3d elements pop out more.
Anyway great project and inspriring art nonetheless.