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
Some lowpoly assets I made this week for an ios game.
Any reason you have a vert in the center of cylinder caps, rather than just connecting the border edges? That's a wasted vert unless there's some specific reason to do so. The only thing I can think of is to save uv space but it doesn't look like you've done that.
Since then I've been working on models, textures (walls and floors) and gameplay
The fan method can look better for certain situations, but for best performance the "Max Area" method is best:
http://www.humus.name/index.php?page=News&ID=228
max area # 3
great tank BTW
Cool little game Tom.
12 Tris
8 tris per grass piece.
Diffuse only, made in Blender
Feedback always welcome!
I got distracted in class and made a quake like zombie
Nice character models! Very clean and smooth topology from what I can see, and really nice UV work going on there! Great job!
sexy would be awesome to actually see them in quake!
Kind of a huge novice, and I'm just wondering... How'd you get the holes in the geometry of the wings without using booleans and just a texture? I was really impressed by that. Was it just by using alpha channels?
I love, love, love the design of this creature by the way. Very cool.
Yeah, it's just flat geometry with alpha applying to the hole, not the geometry.
First up the main character, Scare Man (in this case scare kid)
Tris: 138
Tex: 256x256
Then a scene!
this segment in particular is;
Tris: 224
Tex: 2 x 256x256 (which I could probably cut down to 2 x 128 x 128, or even 4 x 128 x 128 to liven the place up)
I aim to have an additional background image and sky dome, this segment will be repeated twisting and turning to hide draw distance limitation (which may prove useful should I try the title on mobile devices)
I'm also making props at the moment to liven up the scene, so you'll likely see an update in about a week.
Just added pictures of models such as these to thread RIGHT HERE.
Some cardboard fun there...
Been trying to learn 3d modelling and animation for about 4 months now, using blender.
I've made this here female model, 954 vertices. Please critique away, and i want to say you guys are awesome. I've seen many inspiring things in this thread.
Recently got back into 3d modelling after a very long hiatus doing graphic design. This guy sits just over 1000 tris, but I'm working on optimizing the mesh a little better.
Someone's gotta post the nooby stuff so the rest of you look good!
sick...ening.
Here's what I would do, but someone else will probably be better suited for helping you.
I'll take that as a compliment, haha.
I can't seem to load the full image, tried on a couple different devices. Do you think you can post it again? Thanks in advance!
954 triangles.
Made some progress with the texture (diffuse only)
lol XD
you can do it.
show me a 4 sided can.
Four sided "can"
More of a three walled pyramid in reality:
All the models are very low poly
Oh my, what have I started here!
Here you go, 4 sides!
You could do that same thing with 3 triangles, as long as we're using an alpha channel. GOD, PUT SOME EFFORT IN IT, WILL YA?!? :poly124: :poly121:
You could make the middle section a billboard sprite that follows the camera by rotating about the only the z axis and that would be 3 triangles total!
With the exception of some sorting issues (the tops and bottoms would render on top of or below or not fully lining up with the body) and the ridges on the side not curving with the perspective (Could be fixed with some parallax mapping using a side-on cylinder height map), it could look very convincing.
maybe using a parralax shader to simulate the curv ;-)
Alright, alright. I give up, you win!
Here is the relevant quote on how they pulled it off:
So yeah, i'm off to program a raymarching can pixel shader for my single triangle can, BRB...
(not)
You can't chicken out now!
The cans will overtake Polycount!
Erhm...
I should probably continue some of my other projects instead of perfecting my can making techniques.