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
It's a ketchup thingy. I was going for that old PS1 Silent Hill stretched/photosource textured look.
Where is the "strechted/photosource" look?
Yet another barrel! 3 of them!
The one with the cork clocks in at 504 tris and the ones without corks clock in zt 480. All share a common 1024 map. Why 1024? I plan to add more modularity.
Here is my hand paint practice:
And here is how you can set the filter to nearest for the viewport
1.1k tris, although i may remove some of the fur
I am currently working on a small mobile game, and I'll show some of things I have been working on for the past month or so. It's all fairly lowpoly with "hand painted" textures, and I'm super open for input since I'm not that experienced yet.
Survivor character - about 1450 tris
Sketchfab link
Monster character - about 1200 tris
Sketchfab link
Player car (which is way too high poly, 3.500 tris)
Sketchfab link
I've got more on my sketchfab profile, but I don't really want to bomb the thread with loads of images
Really like the style and the color scheme you're working with. I find a lot of game models to be too dark. This is nice and bright. Refreshing!
working on this Mobile game and doing some exploration. Feedback would be awesome.
I'm going to change the scale of the rocks on the modular piece into more vertical larger rocks. The small ones were rushed and look out of place.
I should be working more on tracks, vehicles, power ups and such, but I confess having a bad menu (like the one in the demo) makes me really uncomfortable and unable to progress on other things.
@MasteroftheFork and @CUBICcube Very cool work both of you!
Now i'm thinking about better UI unwrapping program.
Chest
132 Triangles
32x64 Texture
Here it is in-game:
https://www.youtube.com/watch?v=P6b1pGHw-Hg
www.defiant-child.com
are those ngons I see lying about?
Love those assets man.
www.defiant-child.com
Mimic's are awesome. This uses the same texture as the above chest as well.
Today I gonna be the annoying one.
This discussion is boring and came several times in this Thread. But as far as I remember this thread has a specific objective:
-Optimization and best use of resources (extreme)
Thus 1000 tris would be for a character, less for an weapon and more if it is required (lets say a large dragon in game scale) (Not exactly just mobile stuff once infinity blade is mobile and was next gen some years ago)
I might be wrong, please let me know.
But in my opinion this thread is missing the point. It has more showcase than any discussion. Lets give you a great example:
This girl looks AWESOME (don´t take me wrong) and might be very well modeled.
But there is no wireframe and the polycount is over the thread limit.
I understand that this 1000 limit is to limit this thread for high optimization. That Is different from "Mobile". Since nowadays any device handle well the "old next gen" if that makes sense.
Most of the time I came here, look the stuff and looks as another "what you are working on thread". No more wireframes, Uvs, textures, amazing solutions.
Does anyone else have the same opinion? What about bring this limit up agin? maybe to 1500? I´ve made recently several characters with less than 1000 tris, thus I am fine with the 1000 limit.
What you guys think about it?
Once again Onmioji, I´ve taken your character to show the point. She looks great, no crits for her. :thumbup:
[sketchfab]353ca890d26e4e86bd2c5bc1dbaee748[/sketchfab]
I think a 1500 triangle diffuse only character fits this thread better than the WAYWO thread. By today's standards, 1500 triangles for a character is very low and optimized, provided they are used well, ofcourse.
However, I do not agree with the 1000 triangle normal mapped barrels and crates that get posted here at times, although those are technically allowed in this thread.
I agree with you.
This fits the spirit of this thread http://i.imgur.com/x0Dridb.png
more than this http://www.polycount.com/forum/showpost.php?p=1976545&postcount=11530
Even though the car is 3.5k tris and the rock is 800 tris.
256 px diffuse
http://fc04.deviantart.net/fs71/f/2014/010/b/7/b7ea87c518b361a5db6784c9b8ec56bc-d71meai.gif
great work everyone
I'm a big fan of low poly modeling but I'm kind of worried if I work on my portfolio and fill it full of low poly creations (eg. sub 1K polys with just a diffuse map) I'll have lots of trouble finding work. Anyone have any experience with this? :S
here we go. . .
If you fill it full of low poly stuff then ofcourse your portfolio is only going to cater to those looking for that type of asset, however, if the quality is really high and you maybe have 1 or 2 pieces from other categories then you'll fair better I'm sure.
For instance, what is the tris count capability for Android or for that matter the up and coming handhelds...
http://handheld-game-console-review.toptenreviews.com/
I think that -1000 tris and a maximum of 256 px maps should be the specs. doesnt matter what technology today can handle, making super lowpoly models with tiny maps is an art in itself. maybe a new thread with objects for cellphones specs would be a good idea?
"lowpoly models with tiny maps is an art in itself." I totally agree with it. A great way of push yourself toward optimization. I always use the "tricks" I´ve learned here when I make higher polycount characters.
Shameless self-plug.
You can get the file over here in my thread if anyone wants to check out the mesh.
http://www.polycount.com/forum/showthread.php?t=129969