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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I love the textures!
full thread of this project here.
Some illustrations for the loading screens and the portraits for the dialogues
The last gameplay video
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Some screenshots
WoW! Really clean work. I checked out your site and I saw some great stuff! Mostly I would like to see what´s behind the Darksiders2 banner. Did you work on that game?
http://p3d.in/IAnIP/shadeless
everything is really sweet, but I feel like the city doesn't match the action, looks too calm. It would be cool to have more chaos and destruction on the background
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Oh, and you can find my thread here.
Thanks for your comments terri
I know It is Amon not diego lol but I'm too lazy to change it.
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It's at 988 tris with 512x512 texture. My boyfriend helped me with the render
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http://vimeo.com/71020914
Will start working on the blockout for Glacius,any crits?:poly142:
My thread is HERE
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OK, i got the flame going
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One more
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in Game
[ame="
Breast physics!
get a load of the gay guy! GAAYYY
Lmao
Did this just for fun.
Also, Anamanaguchi used my Lotus turn table in one of their shows.
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http://delkoduck.files.wordpress.com/2012/10/lotus360.gif
Doing a personal challenge/study to go and reconcept a bunch of old wow weapons and remake/redesign them. Not trying to make them super overly elaborate epic loot; just focus on the shapes trying to be conveyed and making an overall "better" design I suppose. Trying to improve my conceptual and design skills, while practicing the WoW style, and working on increasing my speed
concept here
Would have liked to have finished it tonight; oh well...still more to do tomorrow
texture in this shot is 128x256, and about 3'ish hours of work
398 tri's
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Outline is tearing because this a view port grab, 3dsmax wasn't cooperating with my flipped normals.
Here's a little bat guy to go along with a spelunky fanart I've been working on. If you're interested with the rest of it, check out my WIP thread over here
He's 750 tris and a 512. Not the lowest of specs, but I think he fits in with some of the higher res stuff in this thread.
Still working on its spec, diffuse, and normal maps.
It is 572 Tri's, and I plan on making it's maps roughly 512 x 512 or 256 x 256.
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Update:
What you think about it guys? I think I will go up to 256x128 or 256x256 and then it can be a big map.
James Sunderland! 511 triangles, 128x128
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This is my third model ever, and the first I've actually finished.
I was aiming at a "washed out'', not too saturated style.
If you guys have advices for making it looks better , I'll take them
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That looks soo much better!
T.
Try the pixel art thread for better advice, but I think you should be s\using more contrast on your midtones. Try hue shifting
Very cute! The texture is very detailed for a 128x128, I like it a lot.
This is super nicely done! Kept the great shapes and silhouette, and it reads really well even with a 128. If I had one nitpicky gripe, it's that the eyes seem a little bit too close together.
Awesome work!
Hopefully you like the finished version
Finished the sword
398 tris
128x256 texture
roughly 9 hours from concept to completion
I'm pretty happy with the final result
original model and my concept can be seen here
http://www.threenineart.com/WIP/amorse_1h_sword_concept_01.png
Huge improvement!
Ribbit
940-ish tris.
I think your mesh is looking very solid. The only thing that stands out to me as a little odd is the hemline of her hair. Adding some asymmetrical taper to it could help.
The texture seems too early to really comment on. I do recommend setting the material to full self-illumination while you work on the texture. For a character this lowpoly, you really need to depend on painting in a lot of the lighting information yourself.