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
edit: oh, and thread link
http://www.polycount.com/forum/showthread.php?t=126310
Here is another bug fella
Tweaked a few polys on the face and improved the texture on the current WIP. Hair still needs some work.
Might switch to working on the body before coming back to improve the hair.
A quick feedback and ideas:
-More scratches where it is easier to hit like top and botton
-You could use symmetry, but painting like that is a good way of praticing
-The barrel has a lot of scratches but no stain or dirty (it carries liquid, probaly some might being dropped before)
I agree with the others, you need more detail, it's looking a little bland.
Also, you're texturing as if the lightsource is at the top of your bitmap, which looks nice all flattened out, but as soon as the sphere starts spinning the lighting isn't going to make sense. I recommend lighting the edges of the craters and darkening the inside, as if each crater was surrounded by lights.
Survivor
[sketchfab]cd5e5e1b90164fd9abf3674f5646d864[/sketchfab]
I really like the texture work on your creature!
...the pitch-black eyes are little horrifying though o_O
I'm trying to make a modular log to be used for some constructions. Not sure what to do with the caps. Any feedback very welcome
No textures. so many tris
Is there a reason you went with just vertex colours?
You can clean symmetry seam, nevertheless :P
The begins of my project that Im doing for my portfolio
Strike Eagle is great, I actually forgot I even own that game. I was going got a style similar to Wing War.
[ame="http://www.youtube.com/watch?v=RFcAe1OLQtQ"]Wing War - Sega Arcade - HD - YouTube[/ame]
faceted shading is sick
Here are the first pictures from the 2nd tileset
full thread of this project here.
Done entirely in Blender, with a rough Texture Paint job within.
Ironing out details as soon as I land my hands on more references lol :poly121:
Who needs shaders when you have self illumination and flipped normals?
But yeah.. I get the point =P
Anyway, have you considered using a different colour scheme for the plane?
As right now, in the screenshot or mockup you posted, blue is like.. everywhere.
Might help to pop the plane out a bit from its surroundings.
Do you guys have any suggestions for making water more dynamic but not super complex?
and also do those hex's for land mean that the land will be procedurally generated?! cool.
You wanna go for a triadic colorscheme or split complementary colors, so both teams contrast with the background equally well.
If you're also taking into consideration colorblindness, you're pretty much stuck with hot pink and lime green. Which, might I add, wouldn't be a horrible fit for a retrofuturistic game.
Who pooped in that bats serial bowl? Lovely work, I digg the cartoon style!
It's butt might be a little far up, and where is the tail? It is a flap rat after all
The model is so small that I did a tail really. But I'll change details in texture to simulate a tail.
Hey man,
I'd exaggerate the animation of the wings allot more. Right now it simply looks like it is rotating up and down. (Which would basically mean it'd push the same amount of air up and down, not making it a efficient flyer.)
Bend the wings more, its a cartoony character, so it'll look better on it anyway.
Right , I'll try
976 tris, 256 diffuse.
Project can be seen here:
http://www.polycount.com/forum/showthread.php?t=126526
I have a very strong desire to poke this bat's stomach, lol.
Another enemy and more illustrations for the loading screens
To create the texture I make a simple highpoly model (A), then I retopo it and use the highpoly model to bake several maps on the lowpoly model: occlusion, cavity, etc... and I use these maps to compose the texture (B), then I paint some highlights (C). I paint them in white color, blur them quite a lot using gausian blur and blend the highlight layers as overlay.
I hope that these info will be useful for you