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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Really nice play with the FOV feature, I like it!
Edit: maybe I would do a kind of vortex or a distant tunnel exit a instead of a black base, I think it breaks the magic a bit
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Beautiful work!
someone created a node group for cycles, which you have to plug into the vector input of your texture node. at the end of the thread is a .blend, with the nodetree. just append that
for blender internal, you can actually disable interpolation
Have you tried making your alpha channel into a texture and input that into the opacity channel on your material?
It's also best to separate all the opacity planes from your mesh and group them, make a different material for them in your 3D program and export like that. This way the sorting for your opacity is fixed.
This is a surprise birthday gift for my girlfriend, she likes lowpoly models so I decided to try and make one of her she is always checking this thread so I guess leaving it here will surprise her even more ^^
First time doing a lowpoly character, and I couldn't ask for the help of my favorite texture artist this time, so it's not as good as I wanted it to be xD but it's from my heart ;3
Started tackling Blender. Despite some of my own hangups, it's very impressive for being free.
This is my second 3d model in my whole 3d experience.
And its for my game Descend Arc for Android.
I don't think you'll find a specific tutorial for this.
Basically, you just have to combine knowledge from hand-painted textures with pixel art. Your best bet is to look for tutorials for making hand-painted textures, and then look for tutorials on pixel art.
For hand-painted textures, I suggest you simply go through the Polycount wiki if you haven't already: http://wiki.polycount.com/TexturingTutorials
For pixel art, these communities are a good place to start:
http://www.pixeljoint.com/
http://wayofthepixel.net/
And yes, even tutorials on making Minecraft skins might help. !!
Ohhh ok, I got the impression he was going for something similar to Ben Mathis's work, like this piece with a 64x64 texture: http://www.poopinmymouth.com/3d/meet_robinsons.jpg
Makes sense now though
I was actually asking for a tutorial to make something like this
I tried P-xcel but I had seams everywhere, I think that my problem comes from UV mapping, by looking at low spec textures I guess I have to make everything squared as much as possible. I'll post the results here if I finally achieve something.
Just a little launcher while testing a simple workflow for a little game made with Unity.
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Inspired from various artists, I'm still searching for my own style ...
If you want fell free to give any feedback (I can use for next projects)
He's easily my favorite character I've ever made, and was made, rigged and animated in under 3 hours due to the time constraint of the game jam XD (72 hours to get the game done).
Trying to gather all the other assets and make a little "Art post-mortem", most of the assets are under 300 tris, we tried to keep everything super lowpoly to be able to get them out quickly ^^
If you would like to check the game, you can find it on:
http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=27803
Cheers \o
Awesome work on this forum.
(I have yet to design his staff, but it will be simple. The Level 2 will be just a color-inverted Version of this guy.)
That's all for now, I hope you like it!
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I posted our main character here a couple of days ago, so now posting everything else ^^
(Image link goes to a huge 11mb version of the image 4K x 6K so it's easier to see wireframe/texture)
EDIT: 406 tris no texture.
Making some stylized stuff for a friends mobile/tablet game
Is the first time I've really played around with diff only assets, and it's quite fun so far
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I know it's not exactly ~1000 tris, but i think this fits here.
A pirates of the carribean scene im working on. Just did the bulk of davy jones today, still gonna work on his beard, sleeve and maybe claw again.
<500 tri 128 texture maps
If anyone has some very low poly character modelling tuts I'd be ever so grateful!
Anyway, stuff. Everything is on the one 128x bitmap with plenty of space at the moment. Thanks guys!
There are some low poly character stuff in the Wiki I think.
I like the mood and style.
These oldy computers were traditionally beige, not grey. Warm them up, and this will be even more awesome than it already is.
360 gif --> here
Great work everybody.