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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From just a quick look, it seems like you have too many edge loops around the torso. You really need to focus on the silhouette of the model - especially for low poly work. Those edge loops aren't making too much of a difference.
Also, it looks like you used a sphere to make the head. I would avoid that as you'll get strange topology.
Mostly, I suggest just looking up higher on this page at what everyone else has been posting. You should get some good examples on how to better mold a low poly character from those wireframes. Good luck and keep at it!
How can you not love this?
I put together a unity web player where you can spin around/mess with the expressions on the Sugar Gwyn model. Click the picture to visit if you're interested. There are also some wireframes and a couple different still image angles on my portfolio page for anyone that has trouble with 3D viewers and such.
@palm: Plants vs. Fruit Zombies?
@DemonPrincess: That's very helpful for future endeavors. Saved!
@Tucho: Your work is awesome.
I really like the animation. I think you are really good about that.
I'm really hesitant to post my work, as it's so far away from the quality of others in this thread, but here is the last low poly piece I made earlier this year.
Not a bad start at all. Your most glaring issue is the stretching of the texture on the arms and legs. It makes the pattern inconsistent and draws away from the piece as a whole. Keep working on it!
Sometimes working from various drawings can be bad xD
Now the same tris, and more dynamic.(I think).
I probably shouldn't have had the ears be floating xD. The uvmap isn't great either. Either way I would love some crits n such!
252 Tris
512x512 Texture (rather big for this xD)
(look at that wasted space...)
Thanks in advance!
Still having said all that, good job painting! If I had to say anything I would say you could go for a bit more color variation to split apart the stubble and skin itself, maybe some reds for translucency. Anyway, good stuff
Some really quick and simple stuff for a school project.
Here is a low-poly project I've been working on recently.
Would love to know what you think.
Thanks!
Added some sharpen and a "HUD" in ps.
@Mangeled Poly. Thx alot dude.
@Darkmag07.
Isn't awful?! =D
just to let you know this : did you know that unity 4 can now port your game to android and ios for free now ?
Talking about UDK and ios, the only issue with that screen is the lighting effects and everything that would be post processing or screen effects, would either impact the performance a lot, or they would be impossible on OpenGL ES.
If you want to only use the basic editor and don't make over 100k... Sounds like some big limitation to me :poly121:
I really want to have one of those pears puking a rainbow, but its time to move on.;)
346 Tris
My attempt to create Alton Brown from food network as a low poly character. (I WAS BORED)
Not finished yet. The texture is mirrored on the head so its harder...
might as well show the head texture
insect_people1.obj (click to view in 3D)
for moment, it's texture-less. see more on http://www.polycount.com/forum/showthread.php?t=103636 !
Awesome work so far Torch.
My first attempt at something sub-1000.
A quick spellbook/Grimoire type thing I knocked up
490 tris
way too awesome
Doing so, it will greatly reduce overdraw. This must be an overdraw in your case, huge areas are unnecessarily textured twice or even more times:
And this is an optimized version, only small patches are textured twice:
Fear not the polycount, fear the overdraw - it kills much more performance!
But your probably right. Adding a “huge” texture with an alpha is not good practice anyhow.
Thanks, I'm glad you like it! I came in first, but the contest kind of fizzled out and no news announcement was made.
EDIT: Hopefully this works better (generated from images in GIMP):
Nice stuff, btw, I like that character.
My game is a mix of Fat Princess and Team Fortress 2.8 (Quake). The "Doc" class, as i call him now will be responsible for healing and poisoning enemies (with smoke grenades). Thanks for the comments, can't wait to show more of it
A hand axe with 734 tris, and a 512 diffuse and spec.
I would love to see this with a normal on, bring out some of the detail. the axe is awesome!