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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You got wires? I feel like your gestural forms could be formed better.
haven't posted a WIP in a while
Imma just leave these here
Sorry for the horrible aliased renders
P3D link now up http://p3d.in/2lLPB/shadeless
Tried out Blenders texture-paint-tools and wasn't realy that impressed. But here is the result.
I do admit his butt is pretty flat, but I feel like I should be allowed to get away with it, for being a low poly character. Here are more screens.
oh and I slightly bumped up the trigs to 632.
Once again, the green polys you see on his face is just a floating facemask, so he can swap facial expressions easily in a possible game.
edit: I just tweaked contrast levels and color balance:
LAN Party Simon?
The circle tool use on the shirt's shading implies a lot of texture space being wasted for no definition of shading. You don't have to have entirely flat colors if you're going for the "chibi" look (which is incorrect since the head's not disproportionately big enough).
You could also convert some quads to tries and flip some edges to work around those UV distortions like on the belt, and splitting edges around the nose (if the nose has enough polygons to make a septum) and jawline to bring his face a bit more closer to the flatedged anime style.
I really love this shark, great work and style man.
Yeah, you definitely need more face polys. If you're aiming for as low poly as possible, you can definitely pick up some savings on the hands and feet. It's no harder to change the texture on a flat surface than a curved one. Worrying about expressions for a "potential" game is putting the cart before the horse anyway.
That said, it's not a bad first attempt. You've got the technical aspects of low poly modeling in hand, it seems - now it's just artistic practice to improve your forms and proportions.
Here's the base mesh for my SRPG characters - they're all modular, so most of them have a few more polys for sleeves or armor or whatnot, and hair usually accounts for about 100-200 additional tris, but the base is 634 tris.
I'm also not much of a digital painter, so my textures aren't that great, but I've found that allowing yourself a lot less space to screw up can actually improve your textures. When you only have 64x64 pixels to draw a face or an outfit, you have to make the space count.
Pictures went bye-bye though.
Your style is actually something I'm trying to work towards, however I have yet to see how to make a character model look ok with less polys yet.
Mind teaching me your style somehow?
https://www.youtube.com/watch?v=-P2o4M-hRgA
You're model is a bit flat and all that, but The main problem with it I'd say is the texture: you're using a pretty big texture just filled with flat colours and some small details. Also it has not specific style (for some parts just fill color relying on geometry for definition, eyes are kinda animeish with black lines, the belt has a part where you use lines but on the belt you used flat color...) and almost no palette decision.
Finished with this scene for now, need to get it all in Unity!Then make a couple more scenes like this and start the game trailer!
and finished Crate gif!
Nice work yourself. Can't wait to see where it goes.
Nice work!
Bad background color and a red thing mistake at the crate animation.
I wanted to make a building this morning, but It ended up being a bus.
448 trigs, and only using 1 64^2 texture.
Looking through these forums is really helping me.
I am myself trying to make a Heroic-Fantasy style game, your work is impressive.
Thanks man! That Grey background wont be final, it will be in the scene finally. and that other error is just mayas clip plane, that should get fixed when I take it into Unity! Thanks man!
128*128 - 352 tris.
edit: I just fixed that butterfly effect in the uvs. shame on me for showing that :P
@Noors - More than happy to make you post Glad you liked it! I'll get around to adding more color to him eventually, I'm in a stupid crunch at work ....I LOVE P3D, I just wish it had support for iphone, it would make the perfect mobile portfolio addition and would guarantee me a subscription to them
@SaferDan - Seriously, the style you have going is stupid wicked. What game is this and what is it for? I've been drooling over everything you have posted for this stuff. Time to go internet stalk you and see if I can find out before you reply :P
Ahaha thanks man! Its not for a game just a portfolio piece! Wanted some lower res stuff than what I currently have in my folio. I plan to make a couple of more scene then make a sort of fake game trailer as a different way of displaying my work.
And Lord Fryingpan that mini environment looks promising!
I had painted the concept of this weapon some months ago and after remembering it again tonight I thougth I'd make a quick low poly prop out of it. Edit: rearranged the UV layout and texture map to make better use of the texture space. Could still slim it down to fewer tris if this was for an actual game
The tongue and stem could probable loose some polys, pretty happy with the UV layout.
Unity Web Player Preview
Also, maybe try darkening the edge where the lips and body meet to give the lips a sense of roundness.
For the model, is the edge ring around the top hard or is that just the texture. If the edges are hard, I would soften them and see how that looks. The way it is now is giving the pot a "bumpy" look (which looks kind of strange to me) - but if it was intentional, you nailed it. :P
Thanks for the feedback, it was really helpful. I agree it was way to bright and lacked contrast. Decided to go with a darker stem to bring forth the thorns. The pot is just a optional add-on, haven't really given it that much thought. Brushed it up a little anyways. I really need to get one of those drawing tablets.
I'm thinking the leaves needs more work to make them pop out a little. I'm almost done with the shape and mesh detail now, hopefully it will be ready for rigging tomorrow Can't wait to start doing some animations on this thing.
Unity Web Player Preview draft 2
Hoping to keep this as close to 1k as possible. It's at 468 faces right now and I've still got the hair to go however so it'll probably end up a little over the budget. I'm sure there are some places I can trim down once all is said and done.
Here's the concept I put together ages ago to get a better grip in Illustrator. I'm trying to mimic the Sugar Rush Style (Wreck-it-Ralph) if you couldn't tell. As I've been going along I've realized I missed a few proportional things in side view.
edit: forget the last question, it can't be quads haha.
Looks very promising, you could probably trim a lot of tris in the shoulder region and let the textures do detail work. Exited to see how it will look with hair and textures
Rigged and animated my Evil Flower model today, a little crude still but it's getting there I think.
Animated flower:
Unity Web Player Preview
Hard to think of any more animations for a flower really, I know i need a animation for when it gets hurt. Hmm, any ideas?
Edit.
A base mesh I'm working on for an indie JRPG title.
kind of a borderlands & world of warcraft themed prop.
Lovely. I really love her hair, this kinda reminds me of FFVII, nice props. Is there a thread planned for your game wips?
I'm a bit over budget if you consider the full asset (1100 tris) but the texture actually applies to a quarter of the mesh so this puts me virtually into budget isn't it? :P Texture is 256*256
Here is a military base I am currently working on.. Each individual building is 150 tris or less. All the buildings combined are on one 1024 diff map only. Nevermind the terrain, I was playing with a few styles to create my bruses in Unity or UDK for this project. I still have alot of work to do to completly populate the scene. Feedback would be great!!