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
this guy....is awesome
yeah I think that's looking much better. is the collar connected to the neck or is there a bevel there? If you have a bevel i would pull it out a bit, give it a nice thick dimension. You could possibly make a few other trims a bit beefier too just to push it a little more.
@Palm,
Pear is awesome. He looks all fruity and rotten except... for the tongue. What if the tongue was a big fat worm, or maybe a couple worms? Would give the right color/shape profile and be readable as a tongue, but would give it just a little more of a demented rotten twist
Bombshell: I see you're starting over on the model, but I wanted to touch on your textures and give you my impressions. What the texture was missing was structure. It was mostly constructed with some very basic gradients. Needs bolder lights and darks. The green you picked was also kind of a yucky green-yellow. Try and think of your colors and tones. By making the shorts green they compete with other large green object (the helmet). I drew some simplified versions off to the side to show the difference. Hopefully the paintover illustrates a bit better what I'm trying to say.
420 tris, 128x texture
I'm still unsure of what to do with the body and the arms, I certainly can't leave them blank.
I had to jump through some hoops to get this to work, but here's the final on Sugar Gwyn. I'll come back to this in a week or two to do some animations and/or tweak anything people notice as completely wrong.
I've got a bunch of screen recordings of me doing the initial work on it, but I kind of forgot to continue doing it for the final texturing stuff. I'll probably mash that together not that I think it'll be overly helpful.
@Bombshell: Although this example is sculpted, maybe you could paint some subtle fur pattern like this? I'm not exactly sure how shaggy your wolf should be. Edit: Or this lion from the wiki might be good inspiration.
Hahahah, what a beast! Loving this guy!
Please get this animated, it would rock.
Retopologizing lowpoly done. About 1500 tris, optimizing
here is little wolf in action, I'm not much of an animator so any tips would be great help.
Longboat
It looks pretty good to me. He's got good foot roll and the arm swinging motion matches nicely. Overall, I get a pretty happy feeling from it, like he's going out for a casual jog. If that's what you want, then no changes needed.
In a walk, the shoulders and hips sway, the spine will lean slightly back and forth, the head should sway just slightly as well as bob up and down (the head is heavy and the neck is small, the weight causes motion). Things also won't happen at the same time. A human's hand won't hit its furthest part of its swing at exactly the same time as their foot hits the ground. Everything will move independently. For the purposes of animation, the general rule of thumb is to delay the hand reaching its extreme by 2-4 frames. Just for the sake of looking more organic.
In simplest terms? Move the shoulders and hips to correlate with the legs and arms. and tweak the timing.
I also suggest looking at some youtube motion analysis videos such as this one: [ame="http://www.youtube.com/watch?v=vq9A5FD8G5w"]Animation Reference - Athletic Male Standard Walk - YouTube[/ame]
I like this alot. Please post more.;)
I personally use IK for all my animations, simple IK bones. I really like to take a hand and move all the arm along with the spine, may be its the hard way but I get way more stuff done than bone by bone.
Play with the head up and down, hips and shoulders a bit... an you are done. Its a good animation already but the more you put work on it, the best.
Try to have all the 3d views (front, side etc) you can so you can see animation better.
Bombshell: nice overall design and silhouette on the character. Even if it has a simple texture, it reads very well as a character.
xrg: awesome work man. I really love that kid and the animation is top notch.
We really need a like button or something, just for spaming all the last pages and that pear made by palm
spider monster done with only 448 tris :
and then the chest done only with 328 tris and a first try of painting :
and so, there is the main character done only with 1432 tris that i still keep going working on :
feel free to give me any feedback on my main thread or here
Just wanted to chime in and say this is amazing.. it is oozing with so much character!
The upper body is better, but I think you can still push it and get a bit more life out of it. For some reason you lost the tail motion.
Here is a tutorial that may help. He shows a lot of the little counterbalance motions bodies do in order to stay balanced.
[ame="http://www.youtube.com/watch?v=gbogB-mgUwk"]Maya Basic Walk Cycle Animation Tutorial | 3D Animation Masterclass - YouTube[/ame]
Good stuff! Just keep those things in mind for future animations.
Exactlly 500 tris:
Constructive criticism is welcome, Or you can just rant about it if its bad.
Just something I've been doing this afternoon. If there's nothing glaringly wrong I'll start unwrapping.
EDIT: Just finished unwrapping this thing. Is there anything wrong with it as is? This is my first time doing super low poly.
xrg I love that kid soldier. He oozes character so keep them coming.
Though I'd share some low poly work I done of late. I set about creating a Hellboy collection for Torchlight 2 which I still need to pack and submit to steam workshop. Anyways here is the pics.
Awesome animations xrg, I like them a lot
ha ha, more zombie fruits, please!
Some updates of our project:
A couple of new enemy ships (one water unit and one bonus unit)
The dangerous alien pods
And the first Boss at last! , I hope to post some pictures of the boss ingame soon.
full thread of this project here.
Was fun to make, you tell me if you like
PS: also might make two of same post by accident.
I would go with a simpler approach in that area, so that you have triangles left to flesh out the face, round out the hips, and add curves to the legs in front view.
Here's a little example of how you could go about it:
the thighs should be longer, like almost as long as the body, while the shins are two thirds of the thigh as a general guideline
shoulders could use better definition
NO NOSE!
there are many ways to show boobs, it all depends on the clothing. like if it was under a jacket it wouldnt be defined like that, even under a singlet it wouldnt be defined like that. but even when showing bare breasts, most modellers would at least make it part of the body mesh rather than seperate
my personal experience is training in sketching for learning human proportion, although generally it would be easier to start with a male form when starting with modelling and even drawing human forms, simply because of the edgier nature of a male body(generally) compared to the curvier female body, especially in context of low polygon modelling
heres example of a basic female mesh i stripped down from an old model, it ended up decently under 500 tris, the only exceptions are the fist bound hands and seperation between meshes at the neck
and the model i stripped down from, hellsing anyone? with the hands it already was at 510+ tris, with the hair and other details it reached 960, but hey its under 1000 tris, i thought it was a decent effort anyway
super cool example! on both how to make boobs and face!
I'm glad you like it! I guess I might as well post the whole thing if it's helpful to you.
I made this female base body for my Cherry Darling character, which I made a couple of years ago for a lowpoly contest on Polycount. I never did post the final character in the lowpoly thread, only in the contest thread. So I suppose it's acceptable to repost it for those who might have missed it. !!
One good trick is, put a black material and a white background and start modeling the silhouette. Do it until the silhouette looks absolutely the best you can.
In lowpoly its very important how the silhouette reads, just as in character design.
Once you have it perfect you worry about the inside details and tris topology.
And then you paint it and rig it.
Cheers.
622 trigs
I'm trying to simpliy the shoes to a more... chibi style, but every time I try it, it looks odd. Any help with it?
Did you start with a sketch? Reference images? Any sort of concept?
It looks a bit rushed and undercooked, you should have a very clear idea of your character's proportions and costume before you start modelling.
Your character is not chibi, it looks like it's on the way to exaggerated proportions though. Compare it to this reference image and you'll see where you need to work on the geometry to give your character a stronger silhouette and identity.
Note the boots!
Better?
@ Demonprincess. That Cherry char is amazing.
This is me just messing around. Im not sure whats going on here.;)