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
It was especially annoying since the Nexus forums were down well I tried to import them :poly127:
Any who,
Here's an image dump of the various dream catchers:
I'm still a greenhorn when it comes to modeling/texturing. So I decided to limit my self to stay under 1k polys and a 256 map.
This particular dream catcher needs to be completely re textured after I complete build the quest.
A dream catcher attached to my character:
Another:
Here's one of the dream catchers on an NPC
The mod also comes with a little quest. I just finished implementing 80% of the Voice overs. I'm now creating all the levels. Then it's off to that strange task of attaching all the components of your game together.
All models are under 350 polys with 128x128 textures.
format is md2
i was able to work it into this, it looks better but is it correct?
I think nothing is wrong with the top second one (from left to right).
Maybe you should push the chest a bit forward to give it shape and cut a line on the sides to make it look "round".
wouldnt the second image match meshflow like this better? or is this example wrong?
Also, you need to check your loops:
Oh, I see!
If you're starting with baked lighting, it could also be in your benefit to render out another pass with directional lighting from the top. It'll give you more of a base to start your shading from.
In order for your scene to render with full self-illumination, you need to set the material itself to 100% self-illumination. At least, that's how to do it in 3dsMax. What software are you working with?
As for learning how to do nice shading on your texture, there's no easy answer to that one. You basically have to learn how to paint and it will take a lot of practice.
Perhaps studying some good texture examples will help, though. Have a look at these:
http://superactionfunboy.tumblr.com/image/54616900551
It's at 276 tris.
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I can't get my alpha map to work on sketchfab >.> Maybe someone can help me with it?
gif hq --> here
please update turbo run
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Here's my thread for my entry in the VG Remix. Here
with opera with many tab open i dont have any lag
(sorry for my bad english)
I think of 1000 triangles as more of a guideline than a hard limit. A 1500 triangle character is still heavily optimized by present-day standards, and seems more appropriate to this thread than the WAYWO thread, where it would be posted among characters with 10-20 times that polygon count.
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My first contribution here. Great works all around. This was one of my first attempts at handapainting textures. 76 verts, (have not yet changed to tris.)
And sketchfab-
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Like I had to recently unwrap a character and since the textures would be very small I decided to line up UV's wherever I could.
It makes a big difference imo. because the textures will look a lot more clean where it matters.
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It was supposed to be a nintendogs like game..
That turned out really good. That game has some of my favorite NES music.
Thanks! I really appreciate your advice! When I unwrapped the model, I didn't think about pixel rotations but saving UV space. Now I'm seeing a lot of low res textures that have line up pixels like you said. I'll try to do it better in my next model.
Whoaa
I'd love some feedback on what I've got so far.
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I wanted to ask if u want to use low poly characters with flat textures for the facial features for an animation scene(not games) with camera upclose to the face and eyes.What texture resolution would u use so the textures don't look pixelated?
I am thinking of using 512 x 512 for the head and another 512 x 512 for the body and weapons.But then I could just use 1024 res for both head,body and weapons.
Problem is I am going to animate a lot of eye movements and lip synching over the head texture in a 2d animation app and I don't want huge file sizes after I render out the image sequence and load it up as an animated texture in the 3d app.
i see no problems with the alphas looks good ! good work!
Scene concept art: http://puyoakira.deviantart.com/art/Game-project-02-268549681
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