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
Hi, i really like this! No crits really (I think the model is good as is). Care to show wires? What size is the texture?
I love it !
Thank you! Here are some more; basic food stuff, mostly found in environment, no crafting involved.
Thats pretty awesome looking! 2000 polys is pretty much low poly now a days anyways.
I am a intermediate modeler still learning some of the basics. I have been exploring some low poly solutions for assets.
GREAT WORK FABIO!
Started as a simple practice of combining things - had combined a fedora and a tophat, then it went to be practice for hand-painting textures. Just started really doing them, this was my first attempt.
[Edit: I can't get the embedded sketchfab option to work. Any tips on that would be greatly appreciated, thanks.]
My first post here. Really inspired by the huge amountawesome stuff in this thread.
I am designing some 3d avatars for a social app. First time working on something lowpoly and loving the minimalism! Any feedback or critique or advice form the talented guys here would be a huge help.
P.S: My triangle counts are bit higher than those specified here. But since it is not a game, we are able to support that count. If I shouldn't post here because of that, do let me know.
Thanks for your time.:)
Regards,
Rakesh
Really liking those weapons Funny stats presentation, hehe. Colors are just screaming in this last one.
this is rather cool looking however some friendly advice. this axe doesn't have a clear handle and it looks rather painful to hold. style is great and all however some basics should be kept.
I mean, it's a magic sword made of unmelting ice. It has a face. I would say given this, imagining someone holding it is easy, in terms of believability.
It is also great work.
Any time you can make something more believable without sacrificing (much) of the aesthetics or high-concept, you should. (at least, in my opinion you should)
Here's a MSPaint hackjob, showing how a more credible grip could be implemented.
I will say, though, that I'm very fond of those glowy bits near the bottom. Those are excellently done. The solar shard is pretty good too, though I would maybe add some extra cuts to the slicing edges of the blade - they're blocky compared to the inner cutout and even the geo for the egg, even though they're the most important silhouette element.
Saigo - I think the tires need to be darker, the rims could be a bit more interesting (particularly in terms of fake depth) and the front is a bit empty. Maybe add a logo or a grille or both?
Celark - I think you might be working too much with photos and not enough with handpainting and/or abstraction. Which will look odd with low-spec shading, simple geo and a lot of texture repetition on a (screenwise) small building. Got some in-engine shots? You might have to have a go at some photoshop filters or surface blur, and don't forget about baked/painted-in AO.
lipuster - I think I'd remove some of the loops on the fingers, make them 5 sided and maybe 1/2 segments less. And then spend those triangles on rounding out the head and hairstyles. I'd also move the head down on the neck a bit, to make the underside of the chin more horizontal rather than an upwards slope.
Oh and consider reworking the area around the eye a bit to give some better depth/ridges for the eye socket.
TheAfro - your AO is too strong, and you're lacking a bit of directional light. Generally it's best to make unlit objects have baked in light from the top. You did it for the ribbon/belt, but not for the felt of the hat itself.
Zinc0 - I think I would chamfer the point of the hoodie in the back, which is the most visible silhouette jaggie and it looks like a character that you play in 3rd person. Along the same lines, the neck could use some more sides, expecially since the black/white contrast of the texture makes angles stand out.
Patrikwindahl - the sail and mast look pretty good (given your texture resolution anyway) but the hull is kind of messy and stretched. Maybe these three images are of any use. I think you'd be best off making a simple tiling texture for the planks and wrapping it around neatly. And then using a unique strip to paint in the bit with the stairs and stuff for a slight punch of detail.
I'd definitely agree, its important to keep stuff in the realm of being believable even if its not necessarily realistic, can't just have spikes coming out of the handle XD Weapon looks fantastic though, regardless!
Thanks a alot! I'll definitely have a look at these things!
this looks better. the handle is more believable and hand guard makes it look even cooler!
Here are some pictures of the 2nd boss for Full Blast, it is the big daddy of the brain bug :P
and I know, I know, it has more than 1000 tris...
full thread of this project here.
Quicky from me ... If anyone can get the references then you're awesome :P
I just wanted to drop a link to this tumblr I made which consists solely of low poly pixel art 3D work.
I need to link it, not to promote the blog, but because the majority of the posts now (and the queued posts for the next 20+ days) are coming directly from this amazing thread.
I am also looking for more artists/references, so please do submit your/your friends or people you look up to so we can keep them in a convenient reference blog. itspixelpixels at gmail, or you can tweet them at me (@___discovery) if need be!
Thanks to all your amazing inspiration and I hope I can help promote you and your work to inspire others as well who don't have the time to wade the 400+ page thread!
Thank you so much snider. That was very helpful!
Removed a whole bunch of polys from teh hands and some other places (joints and feet) and my polycount went down quite a lot, allowing me to really smooth out the haid and hair, and still be much below my previous count:)
Also, took your advice for the chin and eye sockets. Thanks again:)
At least that's what the guys in charge of the engine told me:)
Also the knee detailing on that 2500 render is ridonkulously high.
Looks nice otherwise.
tris:154
diffuse 256x256
glass wip
+ lamp inside
This is the Hexer from Etrian Odyessy. It is a work in progress, there is still some tweaking to do. Designs are from the game's artbook. This is sitting at 1668 tris for the character. 72 for the base.
Comments and feedback would be awesometastic.
This is why I don't really do vehicles; I suck at 'em.
Then again, I suppose practice makes perfect.
Any critiques or comments are welcome! I know it's juuuust above the 1k limit, but that's mainly because I forgot I had to add mirrors as well. :poly122:
Sorta inspired by Kavinsky - Testarossa Autodrive.
Ferrari Testarossa (View in 3D)
I did a lowpoly one as well a while ago
I'm ashamed of myself now...
Oh well, I'd say it's not bad for a 1-hour model.
Get those wheels textured! This is a nice piece.
Rubikubi - Your chapes don't read very well; you need (stronger) baked lighting on the face, legs, bell and such. And the background colour is really, really close to your cloth.
Mr.64 - This is a rather inefficient texture layout. All you really need is two textures (front and back) and then a couple of trim pieces for the housing. There's no need to have the glass as a separate bit, and there's no need for having the map cut into two parts.
And don't feel ashamed you're doing fine dude!
I made this one about 10 years ago, when I was learning 3D, so the wire is not the best but maybe you can take some ideas.
lol his eyes look derpy xD cute!
I've always done highpoly hardsurface,first time I attempt to do a character low poly,so any feedback or crit or link to tutorials that you think could help me is welcome
988 tris,as for the palette is choosen and only the hair is completed.
A big mistake is the fact that I though I could overlap the face uv's,so now the reflection on the eyes are mirrored,a thing I had not thought about :poly141:
Anyway, hope you guys like.
Your stuff is looking cool,too!
Gave myself saturday to make one of the Ledbetter toys sitting on my shelf, a few errors on it (originally textured with a 512/512, this is a 256/256), texture leak/uv waviness.
Here was my first attempt:
I would like to see more those good HandPainted Tutorials