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
http://s10.postimg.org/5e6i7uhzd/Admes_image.png
Lmao
Haha made me laugh to death, yes quite interesting character isn't it I might tell you the story some day, but this post was about the model, not the story
Another screenshot of my low poly knight, this time with a tree next to it
In case you haven't seen my other knigt image, it is on the previous page.
Cross posting from my thread.
Probably will try practicing rigging with it after I complete the chick.
512 texture:
256 texture:
If anyone has any thoughts on improvements to make it acceptable for my portfolio I wouldn't mind hearing them. =]
I think the wood texture is blurry (maybe because you left filtering on?). Other than that, its kinda repetitive and the details are too dark. I'd soften the tone of the details and put some more contrast into it. Otherwise its coming great =]
It's deliberately un-smoothed. Next step is unwrap. Thoughts?
Early low poly hammer texturing. its about 500 tris and is a 512x512 texture
Timelapse video of it:
[ame="http://www.youtube.com/watch?v=SrApuPOayoU"]Hand-painted textures in Blender - YouTube[/ame]
I would have mirrored the two sides of the blade. Saves work and texture space.
Great video
I'll leave xrg to answer the brushes question as I too would like to know...
Video demoing the face masking and appending brushes: [ame="http://www.youtube.com/watch?v=nv-_d2p2Z9w"]Face Masking and Appending Brushes - YouTube[/ame]
I'd caution then, as a concept, it visually doesn't feel unified. You might want to re-concept out what this character is so it looks solid once it's 3D modeled out.
However you need to make sure they properly intersect and the angle between the two planes is high enough, so there won't be any z-fighting.
If you're painting your textures in 3d (pro tip: you should be) than seams aren't really a big problem.
If 2 planes are at the same angle and really close that's when engines tend to strobe between the 2 surfaces typically as the camera moves, right?
The bigger problem is the way engines light this kind of geometry makes it look bad, so going unlit, or some kind of baked shaded or unshaded system (like I believe wow environments have) looks best.
Calling it done for now. Hammer is about 622 tri count, with a 612 texture
With her 1051 tris I still think she fits this thread the best.
[SKETCHFAB]1GUlt3IrrVln2POucWIt8Ewr4TP[/SKETCHFAB]
That's a chick right? Just had to ask because of the stubble XD Proportions seem a bit strange even for a stylised character, the head being pretty big compared to the rest of the body. The hair also strikes me as a bit weird, being lopsided.
I hope you don't mind me critting as your portfolio is quite refined, I would love to be able to paint more like that. Your painting itself is really cool, I like how everything blends together well!
Regardless, yes its highly stylised, and my personal preference in female proportions is probably effecting this alot But ofc, if people are unsure about the gender that's gonna be a problem - I don't think many people will, though.
Also, JGCount, that is freakin incredible! I love the style!
EDIT: Forgot to ask, how do you get such nice transitions blending colors, do you use soft/hard brushes? I usually try to use hard brushes with low opacity but tend to get a lot of falloff here and there.
I'd love to see her posed, I think that'd instantly bring her to life. Maybe accentuate one of those hips/thighs in the pose too (her thrusting it out the side). Really cool style.
That is amazing, really love the style!
I had no trouble identifying her.
would love to look at a wire/texts, and see her rigged and moving around
As I chatted to torch about, I really like to keep it clean.
General colour and tone theory Is pretty basic and I recommend reading the DOTA2 art style docs that can be found on their hp.
I actually dont do alot of painting. Instead, I make selections and fill in with the gradient tool in photoshop, so I guess its pretty old school. I have a couple of photoshop rules: No soft brush, no burn/dodge(only multiply, overlay(!) and screen layers) - I like it clean
Anyway, heres her textures and a Sketchfab with wires.
[SKETCHFAB]zSUaCDU3J9n1jxV1sIf028IpMEk[/SKETCHFAB]
The reason for the extra texture space around the eyes is to be able to animate the UV's to make eye movements.
This is mostly a prototype and quick study - will save the posing for some future Star Trek inspired characters I have in mind.
My guess would 2-3 hours?
nicee. zbrush texture?
1098 tris - it was the best I could do without sacrificing quality, next time I'll definitely be under the 1k, apologies!
Looks lovely nonethless, great colour.
Just playing around with Sketchfab - does anyone know how to export diffuse maps only from Blender? The model looks awful with those glaring speculars.
Edit: Wait, it has to be in the material setttings, because her hair (which is a separate untextured object) doesn't have them...