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
Thanks (cougarJo) D4vidc no the underside wasnt painted because it was painted in sculptris on the obj. not in psp so it really is hand painted.(thats why the cartoony metal look. But I was going for that anyway) The back facess are not on the bottom of the spikes because-( this wasnt work for UDK it was just for fun) now this was my first low poly work. But I was tired of high poly stuff. Thanks (minorthreat)
Hey Hawken, thanks for the Homeworld reference. I looked it up and the general camera angles and lots of ships flying around feel is similar to what I've seen of ingame screenshots for Gates of Horizon. Thanks for the feeback as well.
@Prodigga: here is your wireframe, as you can see all textures are in the same attlas, so the mesh is splitted consequently
bullets and most of particles are just placeholders which the programmer added to the prototype, I didn't start to work on that yet.
The problem of the perspective is that the game is 3D but collisions must work as a 2D game, when we start to work on this game we used a isometric perspective which looks much better than the top down one, but it creates several gameplay issues, by this reason we are using a pretty flat perspective, to prevent this kind of issues.
@Computron: the same that I said to fantome, particles are just placeholders for now.
@9skulls: yep, other people said me the same... maybe I'll change a bit the plane colors in the future, but anyway keep in mind that the game is for tactile devices so you won't lose track on where it is moving because it will be the same place where you move your finger
I forget to post it yesterday, it is just a spoiler of the incoming enemies
I call it "project Coffee Cup Retriever, MK I".
1008 tris.
UVs 99 % done, texture will be hand painted. Will hopefully be done tomorrow. Gonna rig it and make a short idle animation. Not shure how well the legs will animate but we'll see.
Edit
Finally a texture wip:
If all goes well, I hope this will evolve into a first-person-shooter with very simple graphics, and complex AI and physics-based character dynamics.
Tell me what you think.
@therealnoz: I think for it to look like papercraft dolls, you'd need to simplify a bit a play around with textures, right now it just looks low poly
Lovely, any chance for the UV's?
Some wooden planks from me. I might need to fix the stretching in a place or two. Everything is on one 256x256 tileable texture.
MadCarrot, sure:
Robo (diffuse 256):
Coffee cup (diffuse 256):
Crits please!
More are made every day!
356 triangles and a diffuse, glow and specc map at 1024x1024
101 triangles and a diffuse and specc map at 512x512
468 triangles and a diffuse and specc map at 1024x1024
Feel free to give me some constructive criticism!
693 triangles, 2x512 difuse (one for body, one for magazine and buttstock ), normal map.
Awesome man, fun looking animations and design I could see him walking around on a table from a coffee machine after it finished pouring the coffee into his cup.
The C lettering throws me off though, if you wanted to keep the C "readable" on all limbs just flip the uv's for those faces. If that doesn't work if you could add a square plane with only 2 triangles put that on top of geo and see if that works.
Not very important just wanted to throw some ideas your way you may not have thought about.
I like it a lot though, pretty cool.
inkdrop:
Looks like a great truck, nice execution.
Mr.Ninjin:
Does the stove has an AO baked into it?
The other two are really nice looking, the bed really stands out to me, nice work on that wood.
But for that quality 1024x2 is a bit high you could probably get away with 256, you could show the maps to get more feedback. your choice.
Tri count: 2170
Texture: 512x512
Animating is so hard to do right >__<
Here's a low poly truck I made based of a pixel-art truck I made for a game.
I also made this duck for a new project
The stove does not have a AO bake, I manually paint in all AO.
I'll probably lower the resolution and post in a thread with all, or atleast more of, the assets I'm making!
Thanks for your feedback! ^^
Aaaawesome!
oh man so awesome
[ame="http://www.youtube.com/watch?v=nn6SWSpUP_I"]FullBlast teaser - YouTube[/ame]
full thread of this project here.
This is amazing!! Everything about it is so pleasant to look at XD
Would you tell me sir how to draw textures like that?
@D4V1DC: I was definatelly gonna flip the "C" for the other side, but rushed it in the end... It's now fixed, though because of the shape of the knee pad that particular area is now "a tad" stretched, but I can live with that. Thanks for the feedback dude
Updated the texture slightly and made better beauty shots (ironically I forgot that I was actually using 512 diffuse for the model instead of 256 as it says in the shots):
(also I'd like the hear if that gif above runs smoothly for you? I played around with PS's export settings and I'm not totally convinced it worked..)
The back side is still a bit uninteresting, but maybe I'll come up with something later (same for the cup as well).
@YellowSub: Keep your eyes open and watch closely how the pros do stuff here at polycount. Try to analysize their style, their use of colors, brushes etc and try to mimic till you get the hang of it. Some awesome artists & threads that have inspired myself are listed here (in no particular order):
Lowpoly mini Mass Effect scene
Eagle Guy, modeled after Joe Mad concept
"Brutus" character model
Sylvanas Windrunner
+ TONS of stuff from this thread.
Glad to see a response, appreciate the acknowledgement of my comments/critics.
You should make more stuff maybe along a theme with this A.C.C.R.
full thread of this project here.
33 triangles. (for reference, q3a's ammo box is 80 triangles)
I wanted to simplify the ammo prism jzero did (his nice icons still remain and won't be replaced) and make things use single texture pages, so all the ammos will have that same gray shell (maybe or I can just throw a rgbGen const on an envmap stage to bias them toward a color)
also lean... I would love to see some wires there! Interested to see how you got that detail in the sihouette.
This is brilliant ^__^ Any chance I might be able to throw some questions your way?
I've been lurking around this post for a long time, very inspiring stuff.
Started this character last night because I wanted to learn how to use Vertex Colors. Stayed up all night and this is the result, thought you might like a peek.
It's very much a work in progress as you can probably tell from the lack of detail.
Any comments or critique would be greatly appreciated.
I found the vertex color technique to be really helpful as a means of previewing the model while modeling without having to think about UV's.
Most likely I will have to bake the colors to a texture when the model is complete because of various issues with Unity.
But still, very useful knowledge to have and super easy to apply colors quickly without having to use textures.
Here is a link to a Unity WebPlayer (85kb):
http://chemicalbliss.com/portfolio/unity/vertexColoredCharacter/WebPlayer/fullscreen.html
716polys, created in modo 601 and rendered in Marmoset
all C&C is welcome
@r3spawn: That looks great, but I'm thinking maybe it's too hi-tech for this thread with normalmaps and all?
@matsman: Totally OT, but:
Sure
The knife now looks a little dull compared to the old one because I decided to put more detail on it in the textures to decrease the tris.
Looks like I have to UV map and texture the whole thing to make it easier to customize in Unity.
Turntable Unity WebPlayer (237kb)
http://chemicalbliss.com/portfolio/unity/vertexColoredCharacter2/WebPlayer/fullscreen.html
If anyone is interested I also uploaded a revision i created of a turntable script in Unity, like the one used in this preview.
http://chemicalbliss.com/resources/scripts/SmoothCameraOrbit.cs
Nothing but Wrist.
&
If you want to see more 1140 Triangles / 512
Edit:
1140 Triangles / 512, started texturing last night finish today. I just wanted to texture something so I unwrapped him and just went straight into it, I know I wasted space. [/I]
Got around to finishing this guy, God how I miss the days of hand-painted loveliness, also their is a gif floating in this thread with the original from way back if you want to see that.
Also if anyone knows the artist I'd love to thank him/her for this design.
Edit:
Bigger images just because those were sort of small.
Its about 800 tris!
http://s158.beta.photobucket.com/user/ddexter2/media/Hatch_zpscdc169b9.gif.html?sort=3&o=2
Sticking with vertex colors for now, here is my latest creation. It's suppose to become the main character of a game I'm working on.
Sorta a Lunar Lander meets Space Invaders side-scroller dealio.
This low poly version will be used in a fairly small size on the screen.
It's 1127 tris now, but I am fairly certain I will be able to get below 1k when I merge it all together and put some finishing touches on it.
The double glass for instance will only be shown in the smoothed mesh, used for closeups in menus and such.
Any toughs, comments or suggestions?
Turntable Unity Webplayer (228kb)
http://chemicalbliss.com/portfolio/unity/microAlien/WebPlayer/fullscreen.html
Thanks for the tip man!