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
mr2
Does your video card support Viewport 2.0? If so, you can try setting the transparency to 'depth peeling' and bumping up the quality slider. Nice model and texture BTW.
I see,I didn't thought to do it since was my first handpainted character and I realized it only today watching to your work,would have been so much easier if I had this knowledge in advance...:)
I was painting super zoomed in a 512x512,felt like doing pixel art almost :poly142:
"]Orc (click to view in 3D)
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The blockout of my low res diorama project is pretty much done.
The whole thing is sitting at 1712 tris and the character 756
That is soo cool
that looks really cool, fml, I wanna see/know more about this :O
Probably still some room for touching up, will do before I make animations for it.
Diffuse is 256x256, while the specular and normals are 512x512.
Total of 862 polies. I made this to eventually animate\release as a Halo Custom Edition tag. Hence the low resolution.
I still have to bake ambient occlusion now that I remember. You'll probably see me post an update soon.
EDIT: Also, the feet will be rigged to fit the stance it has in the picture i posted above my model.
Been following it for a while now, thought I should contribute:
I did this pumpkin the day before holloween, for fun / practice:
[SKETCHFAB]34f88c35ffb54e1caeb951cd32f1ce0f[/SKETCHFAB]
These are some models for a mobile game that I just released:
[SKETCHFAB]338FuLqaA3GBXzrYHomBX3lBUsj[/SKETCHFAB]
I would like to see more of this project, do you have a site or blog for this?
Some low poly space ship for space shooting game on IOS
Hopefully, i can finish this tomorrow before getting it fixed.:thumbup:
[SKETCHFAB]04b0b5f6da2b477c9d4ae4e615297e2e[/SKETCHFAB]
Will get around to finishing it some other time. Whole robot so far is 8.4k polys, but without the brain it is about 7.5k
622 tris
Finished up the base mesh, weighing in at 312 tris. Does anyone see any big topology problems for unwrapping/rigging this fella?
620 tris
Wire:
Final thing:
quick test in mixamo to see if it deforms well for my needs:
http://www.youtube.com/watch?v=y8by-B-nkYA&feature=youtu.be
LOD0 ended up as 294 tri's and the in-game LOD1 was 216 tri's
Be sure to rate up coz I love you :P
http://steamcommunity.com/sharedfiles/filedetails/?id=195902067&searchtext=
Sheeta! looks great so far, only thing that's bugs me are her lips, I think they'd look better simplified, like here.. just a simple line
maybe try to make her hair more dark and brown, also push her skin color more to the yellow/orange and notice that shadow underneath her nose.. it's these little details :poly136:
well anyway, that would be my take on her.
As you know most shaders use the dotproduct of the normal and the view vector to generate this cell shaded effect you have now. What you can do is instead of using the dotproduct to pick a color, you can use it to sample a mask and then sample the color using the mask.
This is how you do masking with shaders in UDK: http://www.chrisalbeluhn.com/UDK_Advanced_Vertex_Painting.html
Dread knight
As for what you said Snader, I'm not entirely following, and I'm not sure how to go about setting that up. I've created a light and dark version of the texture, but where am I plugging in all these maps. I'm also unfamiliar with the terms clamp and lerp. (I've read up that it's linear interpolation, but I'm not entirely sure where it applies). I'm not asking you to do it for me, but a kick in the right direction would be appreciated.
CLAMP is to limit a variable between two values. I'm clamping between 0 and 1 because we don't want 'negative color', and because UDK uses 1 as the 'maximum' for a color (like 255 in a regular RGB bitmap). You can exceed that value, and set it to 2 or even 100, but it will bloom/glow and we don't want that in this case.
LERP, what you need to know right now is that it's like layer masks.
You have two textures and the LERP blends them together, it interpolates between the two textures based on the mask color. A white pixel in the mask means you see one texture, black means you see the other, grey means you see a bit of both.
Multiply and subtract are simple maths you'll understand what they do, but this is why I use them: I multiply the color value so there is more contrast between pixels and you get a quicker/sharper transition with the LERP. That, however changes the image from a 0~1 image to a 0~8 image. Which means it is far too bright. So I subtract 2 (this is a value you'll have to experiment with depending on your textures) to get it looking nice. But then we have a value range from -2~6, which has negative colors. So we clamp it to 0~1 and then we have a nice usable blending mask.
Yeah, I was trying to get better at painting lips but this subject is not a good candidate for practice. I've taken it out. And her hair definitely has a reddish tint to it, but I agree that I had gone too far in the red direction. I also adjusted her skin to be more orange/yellow and I think I'll keep it.
Any other suggestions? Still probably a few more hours of work I need to put into this to polish it up. I'm trying to sort out the mouth and tried to just close it up and paint inside, but I'm not liking this solution and might cut out that geo all together.
This is what I managed to make, a base model for a game character, 606 tris:
I would appreciate some feedback and some help with the topology, because I'm such a mess with that right now, and I think mine sucks, specially the shoulders/armpit area, and the back and inside hips maybe.
WIP of the character from my diorama
i'm beginning a basic rig with point helpers, i've never done that before
Low poly Warhammer orc (click to view in 3D)
Check it out here
Around 900 tri
[SKETCHFAB]9b58d526736e45fba43bc725a35594bd[/SKETCHFAB]
the whole face is a bit high
the eyes shouldn't go higher than the top of the ears
nose should come down to match the cheeks
bump the mouth down accordingly
i guess
from the side it looks like she has too much chin
This is actually pretty similar to my first pass at a low-poly base, and actually pretty good! There are a few issues that jump out right away, though. Because I had the same issue I can say you're going to have severe issues animating it in the hip/waist area. Ideally you want that area to have more of a V-shape to it so when the leg bends and the hip that it doesn't "fold" or pull the back vertices way out of the way.
Consider something like this:
Also, if you're really striving for low-poly, consider leaving out individual fingers. I've opted for really blocky hands because, frankly, I don't want to animate hands that will never be a focal point. There's a happy middle ground, though - a simple "mitt" with fused fingers controlled by a single joint, and a thumb on the other side.
You've also got some odd topology in the chest area. Try to keep your model "banded" - that is, it should be clear where you've extruded from most of the time. Incidentally, I think you've probably got the vertices in more or less the right spot, but the faces just need some rearranging.
This is very rough, and I wouldn't use it as a template, exactly:
But it does show some other things I noticed, like bringing the shoulders out a bit and the waist in.
Not having individual fingers is perfectly acceptable. It removes a lot of hassle which means you can focus on larger issues such as getting the proportions of a body right and getting good meshflow.
And even if you have got the basics down, for lowpoly models fingers are a nightmare - they can account up to a third of the polycount. Which means you often have to go for specific methods (you shouldn't bother with on your first model) of hands such as gloves with a separate index finger, or a fixed pose, or merging fingers halfway.
So just sticking with boxy hands is fine for now.
edit: while looking through old files (to find the hand images) I came across something I made a few years ago but apparently never posted. It was made following these
three posts, and weighs in at 266 triangles with a 256².
http://sketchfab.com/n5kj3ecba
Normally I would agree with you, but nearly every reference I have shows that the eyes of characters in this film are just above the ears. I did move the eyes and nose down a bit.
139 faces
This made me chuckle, very nice
Just 2 new pictures: the shield for the Brain Boss, and the first asset for the 3th (and last) tileset, a battleship. It is obviously higher poly than 1000 tris but as it is a big environment asset which is made for several different props I guess that it is OK.
full thread of this project here.
this is so awesome. would you mind if I reuse this idea/concept for a little gamethingy I try to make? it was supposed to be a jump'n'run puzzle platformer thingy with a factory worker as main protagonist. but is now turning into a dungeon crawler thing and this would make the perfekt enemy.
@RLPudding: Not sure what idea/concept you would reuse since he is just a walking cardboard box xD but sure!