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
Feel like ive seen these before? Specifically the dagger...are these original works of yours or from something?
Really dig your work
***edit
After more of a lookover, def need to fix the uvs on the axe for the handle straps, and also dont like how the mace and bow straps just "end"...its cool if they do end, but id suggest pulling the gold down or something to indicate the straps going behind something...after seeing it, its a pretty noticeable eye sore, especially on such quality pieces ;P
I think you could see this dagger.
http://p3d.in/VkufQ/shadeless+spin
I have made it first, and then decided to make the whole set.
Regarding the criticism, could you rephrase? I have poor English, and do not understand what exactly you mean. :poly139:
Latest in a series of World 2 fighters ive made,this time around the Spitfire
This is a truly stunning and awesome piece !
My only question is, how do you approach something like that ?
Do you just start modeling and plan out any topology on the fly, plan tthe topology before modeling anything or do you draw your own sheets based on the concept ?
tldr: tutorial plz because i really love your style.
SaferDan: great overall model and texturing. It has a cool feeling of a more complicated shader and i love the candy like look that it has.
duncan: what can i say that it hasn't been said. Great design and texturing. You have the heart of a designer and it shows, even in the amazing way you presented the finished model.
shinobik: You my friend are a master at rendering materials and textures. I pledge my allegiance to your religion when you'll start one. ) I have so much to learn from those models.
Spacey: altough it's a reply from an older post, it's on this page, so i wanted to thank you for the bowl and water idea. I can't wait to have something to use that technique on. I'm also amazed at how close your model is to the 2D concept.
Perhaps I'll think about my own religion.
the concept of the character was always to be a retro platformer character, kind of ninja-ish in behaviour.
anyway, here is the latest design sketch (though its worth noting I did not stick to this design entirely for the model.)
and then the model and texture ofc
416 Tri's for anyone curious.
though I'm happy with the model I really think I could get more out of the texture but I've never done all that much texture work.
I tried to add more to it so the texture didn't look so bland, I also played with the lighting in areas and messed with the cotnrast to try and get some of the gradiant tones looking less worthless.
as well as fiddling with the texture I've also played with the model, one of my friends told me it creeped him out so my attention was immediately brought to the twig legs, along with that I also changed the shape of the arms a little bit to make it look less boring (this did include a new edge loop on the forearms.
@Bombshell
try to get ur UV seams with the Pixels (90° steps) to get the pixel stairs away.
or flip the boots UV the inside of the boots look right but on the outside u have these awful pixel stairs
Try either to have a good geometry flow if you're using lights on the model, or keeping with the poligon limit the preferred way would be to have a flat shaded model to get rid of all that funky dark triangulation that makes the model look dirty.
Don't go with a eyebrows that are lighter in color than the rest of the hair. Doesn't quite work in your case. Also, Vanellope worked as a design because the eyebrows played such an important part in her expression. If you fade those into her skin, you lose much of the richness that made that kind of character design work.
Accentuate the eyeliner so it carries the character of her face even from a distance. You could also try and bake/paint ambiental shadows under her head on the neck area, under her skirt on the legs, etc.
Paint the hair into the texture. First make a sketch on the model with the overall direction of the clumps and hairs, than go into detail when you're happy with the flow
You could use geospheres for the candy. I ran into exactly this problem while working on the environments for Wreck it Ralph, and the silhouette for the candy was cleaner and i had way less triangles using those.
Not a big fan of the model, but man, you got some attitude in those lines! Well done.
Yes off course,that would be a fun one to make.
You are using way too many polys on nothing at all. Absolutely NOTHING. You could give his face so much definition by just adding a few more tris (not even hitting double-digits). First, your eyes are concave, and you can use a messily four tris to make "sockets" for them. Then you can use the geometry you already have to make the nose and face.
Your basic proportions need work. I can understand you're going for stylized, but I think in trying to have more human forms the translation didn't workout. Note your character's body is almost four heads were as the concept is three. You hands are smaller than the 2/3 head size of the concept as well. I recommend you make a copy of your head as you're modeling for how tall you wish to model them; then go off that.
Remember to paint the lighting in too!! You character has no detail at all in his texture and you can get away with doing some crazy things with a Sonic character! Look into 3d painting programs as well, and backing Lighting and AO. On top of that, take the liberties with the detail on the articles of clothing on Sonic. He's got a few big points of interest on his person and you can go crazy with paint and tris there!
Stick with it and get back to us. ;>
thats alot of waste, 200 faces probably means you have double the amount of tris. you might want to consider what is the purpose of the asset, is it an item, or just a prop, will a texture plane suffice if its role is minor enough, because right now the connectors take up far too much tris than the effect they provide.
the concept is awesome so i thought I'd post my crits, could be a good exercise for you.
1: The concept and model really don't match. You missed some of the strong features, then tried to fix the model by painting, but you painted features that were never on the concept.
The crossing lines on the chest , somewhat oriental became a zipper like a track suit.
The crossing lines could be a few more polys that really beef up the shape, the zipper is pretty plain.
The belt was a great break in the silhoette in concept and adds a lot of character, but is no existent in the model, and the paint too for that matter.
that also gives him old man pants as you kept the bottom line of the shirt the same but just added more height to the shorts.
The legs in the concept are thick/short. But the model they are long/skinny.
The crotch area seems to come right up to his shirt, weird deformation and generally looks odd.
You could probably add the neck color up around the bottom of the helmet so it adds some shape and actually a hole in the helmet, right now it looks like a ball on a stick.
arms are a bit long.
and I like the helmet on the far right concept, the shape around it gives it a lot of depth and character. the 'wings' are fine but alone don't add much imo.
Sorry if it seems like a harsh scathing critique but the concept is so cool I think you should spend a few more tris and really make it pop.
IMO, put the concept as a background in 3d and really try to match it.No reason to make such a nice concept and spend so much time on that to just throw it out the window and rush the model.
And while I'm being OCD, STOP the spinning! Makes it so hard to see/critique/paintover.
Save the spin (and make it slow) for the finished model.
If it's not too late have you tried looking at Sonic's model in Sonic Adventure 2? Not something to copy (obviously) but it should serve as a nice reference for what a low poly Sonic should look like. Also, does your Sonic have a tail? It's kind of hard to see.
I'm giving it another go from scratch now, I noticed all of those problems too, I blame my trying to take the lazy way and for limiting myself so severely in tri count. In any case the current model has a much more effective silhouette and a form more fitting to texture.
I'm at 581 triangles atm with the hands, head and boots left to go.
I'll be sticking with the wings style head, its how the character has always been designed I even have the first sprite sheet I ever made of him when he wore a mini jacket, had metal cuffs and some useless buckle on the boots (I've refined the design many times since which lead me to the current design which is much cleaner and easier to read)
my point being the head has always been the same its essentially the iconic part of him, the other design was an attempt to redesign another character into the uniform.
EDIT: some time tomorrow I should have the model ready to rig at which point I'll post an update, see what I can improve of the form before I rig and UV it.
EDITEDIT: also thanks for the crits, I'm not going to learn anything if I get treated like my works not so bad, so I'm always glad to get harsh criticisms, every little problem I'm aware of is a little hurdle I can attempt to pass.
thanks for the response laperen. This asset is an important part of the game, but you are right about the connectors.
currently at 714 triangles here is the model with basic colour and overlayed wireframe (not turn tabling as reqeusted)
Thanks for the feedback, Shaka. It's great to hear from someone that actually worked on the film. I'll definitely implement your suggestions. Here are a few of them that I worked on while on traveling: unlit shaders (yay!), eyebrows are the darker hair color instead of the highlight color, increased the opacity on the pre-existing baked lighting.
I was using Illustrator for sharp mouth/eye decals and basic coloring and then switching to photoshop for texture/tactile details. I just didn't get to the hair at that point point. I'll be getting to the rest this week.
I'd also nominate Demonprincess for mod, since I agree with her opinions on this thread, and Hawken isn't around much.
Even if the rules change though, I probably can't post anything recent. Just last week I subdivided (and then hand-tweaked, ofcourse) part of a mesh to help with the shading. No matter how old-school the textures are, I'm a lost cause!
Im not entirely sure whats been discussed so consider this opinion based entirely on your comment, if I've missed something important then feel free to pass this off.
Anyway mobile devices can handle just as much as the oldschool consoles, and more with a certain degree of shader support allowing use of alternative textures such as glow maps or normal maps.
So I'd think its preferable to have this thread as a mobile thread over an oldschool thread, the extra flexibility in tools could deliver a much wider range of models, textures and styles.
Since then, a new sticky thread was created for pixel art, which I'm fine with. But, it would still be nice to be able to post oldschool character textures in this thread in cases where you didn't make the model yourself. This would include stuff like textures on SDK models, as well as custom character "skins" for games.
Basically, the suggestion wasn't to make the thread more limited, instead it was meant to make it more inclusive.
I didn't. I had access to the movie assets, but for working on a real time project related to it. It was great working and learning so much from that project and the people involved.
Back on topic, the model looks way better. Be careful with those eyebrows, you should modulate the line a bit.
I'd still prefer to roll the pixelart sticky into this one, if for no better reason than to cut down on the amount of superfluous stickies.
Anyway, some really nice stuff in this thread, I'm always excited to see new posts in here!
Since a few pages back there was also discussion on 3dcoat, I thought you'd be excited to hear that Andrew's added a pencil tool, meaning: you can draw single pixels! Haven't had a chance to try it, but I'm looking forward to doing so.
606 Tris
1024 Diffuse
Concept:
Model & texture
Feedback/critiques are more than welcome!
@Bombshell: That looks super cute. I can't wait to see it finished!
Worked more on the base textures for Sugar Gwyn. I changed the gumdrops to geo/icoshpheres. I might mess with their shape a little more, but they look better overall. Up next is adding some texture to her clothing, painting her hair and then 3d painting everything to get rid of any and all remaining seams and adding back in the baked lighting.
After that, I'll probably call it done for a while to try a new project before coming back to it to do some animation work.
661 tris
zb
The worn had to go. It was to much going on with it.;)
I need to work on the texture a little bit more.
Here's also a little animation :
Hope you like it
haha thats amazing, I love it!