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
the model is good but the texture could be painted alot better, check out some mechanical stuff and choose a colour pallette and paint it up instead of using filters.
This was a test. Didn´t turn out the way I wanted but it was good fun.
Etherwing: So for 100% self-illumination I should turn up my ambient color to pure white? Thanks for the correction, I appreciate it.
Tacit Math: Is the 'use no lights' in the viewport menu an actual alternative to turning up the ambient color, or should this be done in addition to turning that up? Thanks for the help.
MachineMinded: I'm really new to all this myself, and found this link while looking for texturing tutorials. I think it might be pretty relevant to what you're working on now. http://st.burst.cc/tut_enin1.htm Hope it helps.
I appreciate all the replies, guys and gals. Always learning.
1. Start with a flat gray texture
Optional: bake an AO map and a lighting map based on some nice lights set-up in the editor. This will give you two lighting passes and a lot of great base information to start on. If you don't know how to do this, learn now.
2. Draw CONSISTANTLY SIZED black lines for all your details. Much like you already have, except each set is completely different sizes, opacity, sharpness, etc. These lines should define all your upcoming painted in shapes. Later you may want to adjust opacity on this layer based on how it looks.
3. Paint in lighting information for each of those shapes created by the dark lines. This doesn't have to be too crazy. A simple highlight may be enough, a bevel, gradient, etc. whatever it takes to give the appearence of depth.
4. Color information, you currently have none, but true metal isn't flat gray, it may recieve reflective coor information from the world around it. Brown from below and blue from above is common for this. A gradient map can work wonders for adding color to a grayscale texture.
5. Add history; this is dents, scratches, dirt, etc. This step should not be a blanket overlay and should not be photoshop clouds. Dirt staining at the base, mud on the treads, rust/grime leaking from the armpits, etc. Alway be specific with this stuff.
Your texture should look good at each level. If it's not right, don't skip it and expect dirt to fix it up.
If any of this doesn't make sense don't post questions in this thread. Search google, the tech talk forum, etc. and experiment before posting questions in the tech talk forum about how to do things.
cholden - nise metroid robot but you ned to do mr. halo!!!
hi all this is one of my favorite topic on polycount and try to make some by myself
ps: sorry for my bad english, i from russia ^_^
yep. don't need to edit any material attributes ( 'cept connecting your texture of course )
crazy dude!
Slaught: cool model but 64x64!? madness!
Exactly 350 triangles.
After Eric Elwell's concept, I hope he doesn't mind, I couldn't resist.
[img]http://nonpublic.airbørn.de//wip/kioku/totoro.jpg[/img]
[IMG]http://nonpublic.airbørn.de//wip/kioku/totoro.jpg[/IMG]
totoro is the best
Made him for an Game Artisan's mini comp a whiles back~
Still need subtle tweaks, and better particles
_cisco
Based on Elwell's concept, don't know what to do with the body though (or how to do the scales, if I should add more of them).
It's based on this one: http://www.dkimages.com/discover/previews/971/90057533.JPG
please say how I can improve it
hey Neox, please refrain from harsh criticism without offering up some help, just seems flat out rude.
Checking out your site, you obviously have some good knowledge on modeling animals, why not give our friend elementrix some tips?
Looks like a decent low poly cow to me, could use more love on the texture but it sure doesn't look too far off from the reference image. Maybe take a look at some pics of black & white cows, and throw in some pink/flesh colors around the udder and mouth?
crits would be very much appreciated
joking aside I just think it would be a whole lot better if you improved the eyes
the eyes make it look like a windwaker cow
I think what Neox means is...
This is a video game cow, and if that means anything...it means it needs muscles. Big veiny muscles.
Like so!
!!
All joking aside...
I think you've got a decent start. You just need to paint in some larger forms and fake some volume with your texture. This is low-poly work. You have to fake the detail with painted forms. Don't just throw black & white spots on the model with some under detailed eyes. It looks like you either baked vert lighting onto your model poorly or just did a quick job of painted in lighting. Whichever it was, it isn't enough. Use layers in photoshop on your texture. Hide the spots layer, and just work on painting believable forms and lighting onto your model. THEN drop in the spots layer and any other fine details (fur patterns, scars, dirt, a dairy brand, etc).
Above all, collect ample reference and use it regularly. Look at other artists work and compare your own honestly.
Good luck!
PS: Show us your texture flats if you're able.
I'll make the surrounding of the eye with poly's and make the eye part seperate in the UV
but some reference i can share...
http://www.oellermann.com/files/active/1/18_small.jpg
you're eye has a lot of white, which is natural to humans (developed in evolution for better readable emotions), but most animals don't have so much white areas, in you're reference it's almost black overall, add speculars instead, to get more depth and contrast
i wouldn't go with scoobydoofus but some more muscle shading would help sell her
http://upload.wikimedia.org/wikipedia/commons/a/a8/Koe_zijaanzicht_2.JPG
ok thats a bull, but it would still help
and some muscle and skeleton views, always help me to get the feeling for the volumes
http://upload.wikimedia.org/wikipedia/commons/thumb/7/71/Cow_anatomy.jpg/769px-Cow_anatomy.jpg
http://upload.wikimedia.org/wikipedia/commons/thumb/a/aa/Cow_anatomy_musculature.jpg/769px-Cow_anatomy_musculature.jpg
http://i13.photobucket.com/albums/a276/pullnshoot25/biology/BEEFSKEL.gif
:edit: this might help to get the proportions right http://images.google.de/imgres?imgurl=http://www.win.tue.nl/~vanwijk/ibfvs/ibfvs%2520demo/screenshot.jpg&imgrefurl=http://www.win.tue.nl/~vanwijk/ibfvs/ibfvs%2520demo/index.html&h=583&w=703&sz=93&hl=de&start=118&sig2=Anl7ukRREH9E427VONgW-w&um=1&tbnid=y4wdcv9cs9ubeM:&tbnh=116&tbnw=140&ei=Ae1WSOOFKJvg1wbRiPSGAw&prev=/images%3Fq%3Dcow%2Btopview%26start%3D108%26ndsp%3D18%26um%3D1%26hl%3Dde%26client%3Dfirefox-a%26channel%3Ds%26rls%3Dorg.mozilla:de:official%26sa%3DN
especially look on the top view, broaden the belly and move the hind legs a bit inwards
So heres my mini assault rifle from halo. Not done yet as you can see from the blank Texture space but its almost there. Might do a spec on it too. Just something with a quck turnaround time and to mix it up a bit.
Crits are always welcome.
Balrog is a very funny character of a videogame i recently played called Cave Story
Cave Story
cheerz
The rooster is 402 tris and 256 map, the whole scene is 956 tris with another 128 and 256 map.
nice, that'd get me to look twice if a game had a space rooster in it.
My advice is for the backdrop. The stars came out a bit blurry. Though it gives it a funny 'school play backdrop' feel. I think pixelated stars like you see in old timey games would better serve this piece.
I decided to create the character in real 3D :
tris : 164, texture : 64*64
@ 0m1cr0n : great to see balrog from cave story, I'm making the main character since a little time but it's not finished