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
Damn it, I forgot again!
Thanks! Gotta fix the rig a little bit, it's pretty much just auto-weighted at the moment. Hard edges make all skinning mistakes really obvious :P
I'm new to polycount and this thread kinda forced me to create and account hehe.
Here is a fan art I did to train myself at low poly characters. I finished it with exactly 1001 tris (lol!) but the face was horrible, with like 30 tris...
So I ended up with this, 1.4K tris. The model is optimized for PSP, and the texture is 512 (I haven't tried to make it 256 or quantize it yet)
The hair is kinda messy, but I have no clue how to make them look better
https://sketchfab.com/show/b1f529599ae94140a6b1a6eae22d99ab
Zero Suit Samus (click to view in 3D)
I'm thinking on rigging it and animate it since I'm really bad at this, so I know there are some optimizations to do at the joint places.
I'd love some constructive criticism :P
Low poly car, no actual textures. (UVW Unwrapping is so hard to learn)
First attempt at doing a low poly car, so critiques on my topology would be a great help
Tri's are at 714, A lot lower than I first anticipated
She's a little poly-heavy for the thread, coming in at ~1600 for herself and ~250 for the backpack but she will end up in a mobile game so I think she belong in here.
The unwrap is nigh done, and she'll be using a 512² diffuse. Possibly a spec too but I'm not sure. No alphamap or normalmap to keep the shader simple. No floating geometry (except the backpack which will be customizable, and the base of course) or missing backfaces either, just a solid model.
Another entry:
Low poly plane, Hitting around 740 tris, Not really happy with the outcome.
But then yet again, this is my first attempt at modelling a plane, and also the blueprints I used seemed a bit funny, but I am really starting to crank out low poly models which I am happy with.
The rest is a bit messy, too. Try to aim for quality, not quantity. Speed will come with practice and repetition and you should just focus on making the best you can right now. If you intend to do a bunch of these, though, it might be a good idea to open a thread for them, where people can see all your vehicles together and can criticize your patterns/methods rather than the invividual piece.
Next time I'll at least use a different color for the base, that should get rid of some of the confusion. Or actually. I'll update the current image with shadows, thhat should fix things too.
edit:
I accidentally had the backpack hidden but it'll do for now.
Anyone know a more efficient way than 'printscreen-paste-in-photoshop' to export viewport animations to an animated gif or something? Not via the render panel because I wanna use realtime GPU shader, and the viewport's crisp pixels are pretty much exactly what I want.
http://www.cockos.com/licecap/
also why the teasing? just post up wireframes - that's what many of us are following this thread for.
Summary:
-Arms and legs were too thin
-Hands too small
-Raised up shoulders/thinned them a bit (The whole armpit-breast-ribs area is really blocky and unappealing in my opinion)
-Widened the lower rib cage
-Widened upper hips
-Although I didn't mess with it in the paintover, I think shortening her torso & legs a little would help as well. She seems a bit too tall, even for a heroically proportioned character.
[sketchfab]0a584454ce75415f8b924b5c02639c72[/sketchfab]
I found the legs really thin on a lot of artworks I used as reference, that's why I made them thin (maybe too thin).
I'll be reworking this ASAP considering what you summed up
Thank you.
Haha, you spotted me; I used as a major reference the modelsheet from Other M.
( http://images.wikia.com/metroid/images/0/0f/Samus_Aran_CA.jpg )
I had time to modify the little things tonight. The model is up to date now.
As I'm quite satisfied with this now, I'll move on something else.
[SKETCHFAB]b1f529599ae94140a6b1a6eae22d99ab[/SKETCHFAB]
She has a very nice rounded silhouette. I cannot see the wireframe, but I believe you can bring her down to 1000 tris just making her not that much rounded.
3D Model Viewer (Unity web player)
Jet: 635 triangles
Skeleton: 894 triangles
I love this style to.
Ok, this may sound stupid, but I've got to ask:
How did you get the shadows to look like that?
I mean, by default the shadows in Unity are just ugly and black, how do you get shadows like that? Shadows that are a different color like how the reddish-purple on the armor goes to the dark purple.
I used GLSL shaders. See: this and this page. No (shitty) Unity shadows! Though these projected shadows have big drawbacks too.
http://www.3davj.com/
http://www.3davj.com/
He is one more! :P With my chunky smooth "realistic" style?
Please tell me what you think!
Thats baller. Awesome as hell, also has a great aesthetic to it!
Great Job!
goblin is 882 tris
pig is 537 tris
HotSizzlingJaz - to me it kind of reads like a stone altar with a gem in it. You could do with a specular map to get a better metal look.
DarkMag07 - looks pretty good, perhaps a bit ruffled on the wings. And maybe in the future you want to avoid perfect symmetry, because it gives rorschach blots in the texture.
3Davj - Always pay attention to your silhouette. The farmer's hat is noticably blocky. And you really don't need a 1024² for those guys. The farmer needs to use more symmetry, and both can be scaled down to a 512², perhaps even a 256². For comparison, below is my girl model with a 256² and a 512²:
TheAvianLimits - I think you would have been better off making the feathers like hairplanes and instancing them a bit. Would have freed up some texture space. I'd also make the clock hands as geo; it looks sharper, make animation possible, and gives the opportunity to mirror the clock face a bit and thus get extra resolution. You've got plenty polys left, after all.
Jedairusz - I think you should have given the blade a larger part of the texture. It's kind of blocky compared to the hilt.
Alquist - Some lighting, or baked lighting or baked AO, would help this thing a bunch. Right now shapes are hard to discern and detail feels noisy.
Tinfix - 882 seems quite a lot for that imp. Got some wires? The pig seems kind of on the high side too, but that's probably due to the belt.
MCunha98 - I think you could do with some more contrast. Assuming it's going to be fullbright, that is. And the leaves seem to be quite a different style than the bark.
Here's the latest status on Lucia. Next one will be in a separate thread. Model is 99% done (I might flip a side or move a vert, still!) and texture about 80%. Backpacks are still heavy WIP and not iuncluded.
256² left, 512² right.
[sketchfab]d723e3fb8c174ec1929ecb3cb489183c[/sketchfab]
By some reason transparency does not work on sketchfab for me.
full thread of this project here.
And also a new enemy for this tileset
Managed to finish this up, unless anyone has some serious critique they'd like to give it.
Edit: Also did a GIF of the roof texture with a short write up.
Here you can see the last illustrations for the loading screens, with this ones we already have one illustration for each of the 12 levels, we will use them with a short text as part of our simple storyline.
http://www.polycount.com/forum/showthread.php?t=116111&page=41
Here's how to disable texture filtering in 3ds max.