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
Suggestions:
- Make the particle spawning less "flickery", perhaps insert a mesh that looks exactly like the particles but dont move, to conver the outflow.
- Stop the spinning. It just highlights the lowpolyness of the edges.
Added a few more tris to hide the particle flow, without the spinning I can make up for it. Great advise there, thanks!
I just updated the preview from my previous post, should'a kept the old one but I wrote over it by mistake.
Thanks guys I am glad you like It, I wanted to time myself but I guess the texture took, 6 hours. I am old & rusty... :poly136:
Here is that spinning gif from 2011 2 years ago, finally finished. Might finish some more wips since they will be sort of faster than starting something new.
Thanks, well the head is symmetrical and those 3 "pylon" objects could have shared the same texture as well as his ribs, eyes and maybe even the flame wraps. It was just for fun and I really love the way the lava came out, I could have tightened it all up but I feel slow and want to get more texture practice in, also been wanting to texture a lot lately. I tweaked his proportions to match the concept a lot more, have some stretching going on but it worked with the lava+rocks.
I really like your little alien dude, can't wait to see some more from your game.
Did anyone point out the handle that is left behind in the animation? I thought it was a bit funny if no one didn't. Glad to see we all make little mistakes.:poly136:
Love the work safer, I like the scene you posted in what are you working on thread, can't wait to see it all together.
Trying to make a nice custom rig for it since Bipeds and CAT aren't really what I'd need for gibs and making the arms rotate properly.
Please forgive the mediocre posing of the character; rigging isn't really my strongest point. :P
If someone wouldn't mind helping me make a better rig, at least giving me a start, that'd be great! Want to put this in Unity at some point too. Though I'd mostly just like to have good rig to animate with.
FILES: https://www.dropbox.com/s/ayq6r4shl1ap3pw/fulvio_complete_v1.zip?m
In most of the critiques I'm getting for this they talk about the shoulders begin to rigged- I'm having a hard time seeing it and would LOVE a red line. Also been told the texture needs more contrast, but I'm really afraid of over working it (and my painting skills are still in developement, lol). Any advice is welcome.
Turntable: http://www.youtube.com/watch?v=S8_JI-Eh9kw&feature=youtu.be
OOooh.
I've got quite a bit of lowpoly stuff i've created for mobile phone games... however i won't flood it all out. Here's a set of characters & related environment props created for a game called Tiki Terror which is unreleased as of yet. I'm up for posting animations & wireframes etc if anybody is interested.
Dubz
*edited too update images so they work in forum!
By contrast i think people are saying that you have, for example, your light grey fur merging with a white shirt, which is then under a light blue jacket, You should make the transition between these more harsh,
To start, you should try making the inside edge of the blue jacket a dark blue, and add a black ring in the transition between the white shirt and your characters paws.
Also, I noticed you got the elbow loops on the wrong side (in your version the inner part of the arm would collapse... nastly.
Oh dang I really see what you guys mean. Looks like my texture works still has a was to go! (That quick paint over looks better than something I spent a little over two weeks on... And it's more like my initial idea of the art style.) Nice catch on the topology- wouldn't have thought of that till it broke in-game, lol. Thanks for the advice. Hopefully I can get back to this character in a reasonable time. (Working on a 20K poly character and a four second traditional animation at the moment, so time is kind of tight.)
I do have another thing I've thinking about, do you guys think that I should bump up the texture resolution for the head and body of the character to like 256 per map? The original assignment was for a mobile game with a max total texture space of 256 for the entire character (no base). I remember while painting this, painting in small details and shading, like around the collar of the shirt and buttons, I had a extremely hard time in 3D Coat managing it. I kind of want to keep the resolutions the same as the assigment as well (for the sheer sake of keeping it as low as possible), but I could see how giving the MC a higher sheet could be nice.
I'm also probably going to have to re-unwrap the body of the character and give his neck at least two spots on the sheet; since he has the ability to "live" without his arms or head it'd be kind of off putting to see the drop shadow of something that is no longer attached to him. I've thought about making multiple versions of the texture with and without drop shadows of arms and legs, but that feels grossly inefficient for a mobile game. Then I've thought of using UV channels but since I haven't actually ever needed to use them before I have no idea if that'd even be necessary or even usable for a mobile game.
If anyone has dealt with substitution like this before, seeing your process would be nice.
9skulls - thanks for posting the UV's, the finished piece is awesome
Here's my axe, the effect of doodling around blender and photoshop while listening to the CrunchCast. :-)
edit: And I updated the texture a little bit.
It probably won't hurt to go for a 256x resolution texture, the amount of extra detail that you can get will make your character look far better and sharper than it currently is.
Yeah, I think I'm going to do this. Really like the idea of that much detail in my texture. Could always make the "cinemac" texture then bump it down to like a 192 or even a 128- even if that'd mean painting everything three times.
Thanks. :>
Thanks i'm pretty new to this forum stuff!
Right now the animations are just playing at random.
Turntable Unity WebPlayer (342kb):
http://chemicalbliss.com/portfolio/unity/microAlienAnimated/WebPlayer/fullscreen.html
Really nice job, cannot see why this is poorly executed or static, I've been enjoying the anims. Also very nice particles.
Following the advices of many artists in this forum, I changed the player ship colors for a more eye catching color escheme, I think that it looks much better now
some concepts
A new enemy ship
We decided to use a comic like picture for each level in the loading screens, here is the first test that I made
full thread of this project here.
I made a low poly version of Madzia's squid boy concept tag. Loads of credit goes to her for the super fun concept.
Those eyes are great man!
Sure no problem, though there isn't much special about them.
I'll definitely do
@Spacey: Awesome man!
I would like to see a little bit more detail and volume on the textures, they are a little bit flat...
Had tons of fun doing this study!
Do you guys think I should chose the 256x256 texture instead?? There isn't much difference between the 2...
really good for a programmer but the arm goes trough the body. i think you should work a little bit more on it.
Honestly I love that you have both.
In some mobile/low poly games, if there's a "cut scene" they'll swap out the texture for a higher resolution one. Or they'll have the textures be higher res when you zoom in on that portion of the screen (like a RTS).
I'd personally present that you have texture optimization for your model if you put that in a reel. Maybe even make a 128 version of the textures too.
@jairo0182: Looks great, can really only see a small quality difference on the floor.
Had some fun yesterday just modeling random stuff, ended up with a micro Batman character. Vertex colored.
Car: 562 tris
Character: 704 tris
Turntable Unity WebPlayer (379KB):
http://chemicalbliss.com/portfolio/unity/microBatman/WebPlayer/fullscreen.html
http://www.polycount.com/forum/showthread.php?t=63361
I'm making this tank as practice and got it at 198 tris. So far so good.
Next I have to learn texturing ha.
Haha awesome work.
http://www.polycount.com/forum/showthread.php?t=117796
Unluck: looks promising.
Spacey:
That put a smile on my face great execution and looks like It didn't take long at all for the textures. You should make a game with that texture style, thanks for the flats I was wondering about them you know how some of us love to look at them.
Inspirational work all hope to see more lowpoly awesomeness.
haven't done some personal work in ages
might as well make some assets
I made a kind of blunderbuss cartoonish gun, no texture, just vertex colors.
All are under 450 triangles.
I made a hand painted rock, 12 poly.