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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Under the materials tab (considering you are using 2.6x), there is a section that says "Specular". Just reduce the intensity to whatever you want You can also change hardness to adjust the look and feel.
Lots of room for improvements, mainly on the UV and the texture itself, but since he will be small inside the game I guess I won't trouble with that right now.
EDIT: Forgot the ingame shots
I'm not an animation pro by any means, but the head seems very stiff - I'd say a subtle twist to the left and right during the run would really help sell it better.
Thanks
Actually my friend (thedaemon) worked on the anims but they were designed for another character (I just reused the skeleton 'cause the meshes were similar). He plans to work on new anims soon, and maybe a new rig What are you using to animate?
nightz - Cool, its a nice run cycle with a lot of style! Using Maya, still trying to learn good timing and pose, etc. Think its just a case of practice makes perfect
Floating Crystals - 92 Tris - 512x512 Diffuse
I swap between 3Dcoat to do my basic color lay in, and Photoshop and Marmoset Toolbag to do the final texturing, assuming your UV's are laid out in a reasonable fashion.
Troy is a character I have developed for my game IOS/Android app called 'Trolley Troy'. The character is the main playable character for the game. Textures are handpainted and flat lit in the engine.
I have made a rocket launcher today:
the texture, 128
Still some muddy areas, need to sharpen stuff up
the smaller building is 500 tris the larger is just over 1000, and each tree is around 300ish. 3x1024 textures
http://ryanposer.moonfruit.com/communities/9/004/011/637/069/images/4594973293.swf
Wow the house turned out boss status love it! My only crit is that it is using 3 1024's? Dat is a lot of texture info for the low res of the asset. other than that it is boss MrPOPO! (Edit: unless you are going to make it a modular kit where you can make a whole town with only 3 1024's :P)
So I did a paint over for you MichaelF. It looks like you are highlighting every facet on your model. If that is intended, then don't read my post or consider my paintover, but you want to make this car look rounded with your texturing. It will read better overall, and look like it is higher in tri count with a more rounded approach.
My paint over was simple, took me like a minute to make these changes, and I think it will help improve your asset
All under 600 polygons.
i see what you mean, and you are totally right. i will try to get back to the texture in the near future thanks a lot!
Here is my low poly model I did, and since i'm a noob in 3D Modeling compared to everyone else and wanting to improve, I just wanted to know what you guys think, and would appreciated critiques. He is a dragon, but he was born without wings that's why he is crying as he is a freak :P
Gonna be working on models over my long weekend, just did this to work out my awful blender skills.
hey nice work althought for a dragon it looks way too smooth. try making the horns and claws a bit pointer at the ends. it looks like a blow up balloon at the moment. also why have the dragon crying anyway? the art style looks bright and colorful like spyro so why not keep him happy to go with it?
Now time for the best part. UV unwrapping.
For the smoothing I had smoothing groups on but yes it's a bit much. Thanks, I didn't think to make the horns and claws pointer and more defined ^__^. He was a character for my final game project, there is a story behind him that's why is he crying.
Thanks again ^__^
Trying to get this little guy to sit without stretching all to hell or pinching into himself horribly! Are there any ways to improve the topology any at this size or is this about as good as it gets?
(He has eyes trust me, they're just not a part of the biped rig so not shown.)
Looks good though man!
Thanks! It's hard to tell because I forgot to turn off the grid but if you look at the last guy of the four, the knee has the same shape as in that tutorial you linked, it really works!
I did this one a while ago, it's anakins podracer modeled after the N64's Star wars Podracer Game. It was ment to be at such a low poly-count, it's exactly how it looks ingame. Was one of my first models.
This is a env. tryout, I know the models could benefit from some more poly's but it was manly for practice in texturing.
And here are two I did to practice my handpainting, the sword is finished (although I could polish it a bit more) the second one is still wip.
any crits or suggestions are welcome, I'll post some more when they progress.
The proportions are completely out of whack. If you even managed to swing that sword, I'm sure the handle would snap right off. Both the handle and hilt are way too thin. You can easily beef those up while still maintaining the "massiveness" of the design.
The idea of having a sword crafted around some kind of crystal material is pretty cool. I'm not sure why the handle is wood though. It doesn't make sense to wrap the crystal with wood. And the handle is so thin you'd need to use even thinner wood...why construct it that way to begin with?
The places that show wear and tear don't make much sense. Why is there a tiny little area on the handle that's broken away? Was it just to show that there's crystal under it? There's also a giant chunk taken out of the middle of the blade. Why would the sword take so much damage there? Isn't it more likely that the sword would have been damaged along the blade's edge? I think it'd also be important to add some geometry to make the crystal parts recessed into the blade.
Really think about how the object is going to be used and how it would be constructed in reality and then create a design based around that. Even if it's just some throwaway model to practice textures, why not flex your design muscles at the same time? This paintover isn't perfect and I'm still learning a lot myself, but I believe it reads as much more believable.
Thanks for the comment,
I know the design doesn't make that much sense and I should fix it, or just redo the model. I struggled to get a good proportion on both the size of the handle as on the hilt when I started modeling it, I did do a design sketch, I was going for the one on the right,
which is actually more to the proportions you suggested but I sort of wanted it to look like this:
http://3.bp.blogspot.com/_BmJNEqmMFR8/TSt5TdvSbxI/AAAAAAAAADA/8tnTugm7mLI/s1600/kenshin_v01_150.jpg
So the ridiculous proportion of the huge and heavy blade compared to the thin handle was something I did sort of intent. Though the choice of wood just screws with the already thin credibility. I sort of decided what to paint as I went along and I guess I wanted to try painting wood, didn't really think about if it was right for the model.
Same with the crystal bits, I did them more as doodles, although the one on the blade was more meant to be inset in the blade, as sort of a rough inset gem idea, that bursts trough to the surface.
Anyway thanks for the advice and the effort of the paint over, I'll keep that in mind for the next one, and think more about what's realistic and believable.
I might redo this one just to get it right, because even if it ain't important, it doesn't hurt to get it right!
http://steamcommunity.com/sharedfiles/filedetails/?id=157884064
Hey man, pretty cool work, but you should turn off mip maps, texture filtering and the like so that the texture looks less blurry and more like pixel art. There was a thread about how to do it in different programs here somewhere, but I can't find it right now.
It's for Outworld Devourer.
Thanks man
The eye spec is actually modelled in - in subway surfers for example, it is a simple tri that is moved to a small spot on the texture map with 100% white. That way, when you move the eye UVs, the spec stays in place.
Hope that made sense.
I like these a lot. Nice colors.