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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Realtime shadows (from point lights), decals (blood), faster sprite code (for torches)
and a completely rewritten network code:
At least you were learning with the current interface and not the 2.49 one (which is where I started), that one truly was awkward to work with :poly117:.
To get back on topic, out of interest would you be able to show some wires for the turntable model. I really like that style of low poly and I've been experimenting with it myself and looking into how other folks have implemented it.
see, this post is already paying off. just learned how to make wireframes because apparently, its not easy. lol
base mesh
i believe this is around 1.2k tris give or take
head
took me forever to get the hang of heads but i finally found a tutorial that made sense to me. this has more polys than it should because i got a little confused and excited so i didnt merge a few faces that i probably should have.
full body with clothes
with clothes/hair the model checks in at about 3k
i dabbled with 2.4 way back and it really turned me off from blender and 3d in general at the time. i figured it was a bridge too far and stuck to 2d.
I think the model could use some optimizing though. Especially around the body, its very blocky so all those vertices aren't really needed.
There are some seems at the sides of the character, the stripes don match up perfectly.
i agree
there are A LOT of extra vertices. i'm super welcome to suggestions about where i can tighten the mesh up for future reference.
Since your are not having any stomach definition, you could easily loose some of the torso's 'coloumns', also the sleeves have quite a few un-necessary edge loops, as in they don't seem to be defining features or aiding skinning/ animation purposes. See some of the topology material in the polycount wiki.
awesome!
thank you
so much inspiration in this thread. i also love to learn how to make those pixel textured.
i just want to share what i have worked on over the week and now its time to make new low poly stuff hope u like it
can't take credit for the textures, i only did the modeling.
buildings range from 100 to 300 poly, tried to keep them as lowpoly as possible as you will end up with a lot of them on screen. the game will be out on ios and android later this year
@Wanderyen looks really nice
Had some fun after dinner tonight, still need to clean up the texture a bit. Around 750 triangles.
Cheers for posting the wireframes, always nice to see how others put things together.
I always find heads/faces particularly hard to get looking right too, the number of headless bodies I have littering my WIP folder is in double digits
I think the 2.4 interface had that effect on quite a few people. I persevered, but the 2.5+ interface is just so much better.
Looking forward to seeing more of your stuff in future. It's got me inspired to get cracking on some of my WIPs and post something here rather than lurking.
176 triangles so far
@Kenneth: Ballah-style as usual
Kitchen props (some of them are unfinished on this pic) :
Pixel style with normalmaps:
Pickups:
I made these at my new job for various mobile games
AWESOME MAN!!!
Just wanted to say this is nice. I could totally envision a character playing with this in a game.
I did the high poly in Zbrush/Maya and baked into a cube in maya! rendered in Marmoset
same workflow for the fire hydrant and traffic cone
more of my stuff can be seen here guyz as well
hope you like it!
http://pierrebenjamin.cghub.com/
http://pierrebenjamin.tumblr.com/
http://pierrebenjamin.com/
@Hainsaw: That character is really great. I love how the texture is very clean but still detailed
Here's a small prop I made for a game I'm currently working on:
low poly diorama, trying hand painted textures
[ame="http://www.youtube.com/watch?v=toqjVkjYrIw"]Autodesk Anaheim User Event 2013 - From Reality to Unity - YouTube[/ame]
I love this RO stuff! Brings me back and really captures the charm well.
Amazing tool! thanks for sharing man
The hair alone took me like 2 days to figure out how to do it right. Could use improvement, but this is miles away from the stuff I was doing just a month ago.
We're definitely leaning towards a bolder style, with hard, strong silhouettes. Good news is that this kind of style allows for low poly counts. The head here sits at 252 tris.
Also exploring modular assets.
And examples of those modular assets equipped.
Bit late to the party, but this blog post might help you out with alphas in Sketchfab, if you're still having issues:
http://tmblr.co/ZpQmrsrmngFu
I couldn't get my clown model to display alphas properly until I installed the 3DS Max export plugin and followed the techniques described in that link.
Looking good! The lighting is a bit weird at the nose, though, maybe you'd benefit from welding it to the head mesh? Any specific reason why you did the nose separately anyway?
Thanks man! I didn't attach the nose because I figured it would be an easy way to make a bolder silhouette while saving on polys.
I can try attaching it, though, if you think it's really weird. I kinda liked the way the shadows were sharper near the bridge of the nose due to it not being attached, but I can definitely see where you're coming from.
@klamp Great stuff. I really like the stylized look. I would have to agree with felipefrango the nose looks a little strange. Maybe adding a little bit of a gradient from the top of the nose will help. Awesome stuff none the less!
EDIT: Here's a testbake of the whole thing, still needs details though
i had the same question but the more i look at it, the more i like the way the nose breaks the shadow
Fair enough. I'll do another pass and post it up when I'm finished. Thanks for the crits!
I think that's a fair statement and not too nit-picky. It does look better with the addition you made. I'll fix that up and post again when it's done.
Thanks!