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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WIP Thread:VG Remix – Megaman
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Sketchfab thumbnail not showing up for some reason though O_o
Edit: Had to re upload to fix the thumbnail problem.
That's pretty cool.
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Texture sheet
Incredibly poorly optimised, countless modelling and topology mistakes, diffuse texture unnecessarily large, but I had a lot of fun quickly making this!
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The Thread for those that care.
Was great fun gents, awesome entries!
Cross post from my VG Remix submission.
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My first Post here on Polycount and my first try at Low poly Modeling
Compared to all the amazing stuff here, i feel out of place, but we all got to start somewhere.
Girl: 1095 Tris (Most for rounded details)
With sword and strap: 1225 Tris
Crits more than welcome though its simple design with flat defuse is on purpose.
Even though devices today are quite powerful I think having one texture map is better than two. It should improve texture lookup performance if I'm not wrong, for the same reason a texture atlas is used.
Here was my entry for the competition, based off Advance Wars: Dual Strike
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Entry best enjoyed while listening to this song
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Wip thread.
You definitely cheated.
And I'm not bitter at all.
Hahaha. Oh man, you scared me there. I started reading the first line and was all "What?? What did I do wrong???" :poly122:
Thanks, dude!! That's extremely nice of you to say. I just hope I did the original game justice. I'm a huge Advance Wars fan.
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64x64px - 600 Tris
Here you can see some pics of ultra lowpoly models which I made for Railroad Island, an iOS/Android game from Summer Time Studio
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VG:Remix Thread Lego of Zelda Windwaker
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It's good to see more love for Isaac!
Particulary Klamp for because I'm trying to make somes lowpoly / 3d pixel art tanks ^^
Critiques and comments are very welcome
Cloud = 1144 Tris
Sword = 116 Tris
the texture on the rifle needs cleaning and the guard is very wip. also I havent build the pistol yet. and no environment.
I'm thinking maybe the one splinter celly-corridor, where sam is doing a split as the guard walk beneath him
I only added sam here, because the post would be to long :P
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Thanks dude! Really glad you like it!!
Wow! I really like the style you used here! But the face seems a bit weird, I think it could be improved, right now it's to small to spot what seems weird, but I guess something about the nose/eyes is off. Maybe show us some closeup?
But great work! Loving it. This makes me wanna see Vincent! Haha!
EDIT: His upper arm feels a little too long.
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I think this could either help either fix or ruin it:
* Darken his eyebrows so they don't look like eyeshadow. Here's a good reference at the same angle as your pic
* Maybe drop the sides of his lips more (depending on how it's going to be showcased - head-on I'm sure it looks perfect; this angle looks a bit beakish due to his face shape)
* Lessen the saturation on his lips just a tad.
:thumbup:
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We've only done one play-through in co-op but here's screens from it.
http://h-werke.tumblr.com/post/58458734288/screenshots-from-our-mine-and-hernans-7dfps
Do try it if you're interested. It's jank, but thats how 7dfps goes sometimes. Still playable.
project page
http://7dfps.com/?action=games&id=263
The style is pretty much exactly like a lil sci fi dude i posted here recently, as it was quick to put together
char model sheet, more appropriate for PC forum i think
and some other assets
I feel the ingame lighting is too dark to go with the more lighthearted style of the assets, though. Not sure if you had any influence on that.
It was kind of a difficult situation. We wanted turning the lights on to be one of the objectives, it was pretty much a sad reality that this means most the art never really gets shown off.
Also, if anyone likes the proj please consider voting, we'd like to get it more exposure and feedback.
I know it could be done with quite less... next time I will better.
Here is the texture and mesh.
(cheap walk anims)
(final)
Anyway, my recent work:
GodOfWar.zip (click to view in 3D)
WIP Thread: http://www.polycount.com/forum/showthread.php?t=123833
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I know I posted this before, but I'm adding a engine!
So after many attempts to embed my model via sketchfab and not geting the hang of it I finaly gave up and just posted a screenshot.
so this is a model I based on myself
The Char is 993 tris & 256x texture
and the guitar is 96 tris & 128 texture