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
Assignment Restrictions: 1000 Tris + 256*256 color map
Ramone from Pixar's Cars.
I know I have a lot to work on but here is what I submitted for deadline.
Nice cars car jeni, you know already so gj otherwise.
Or, if you're using Maya, in your bake set, set Fill Texture Seams to something like 10.
You can see the advantage of the displacement map in this picture in which the shadows match the silhouette instead of being a perfect circle.
You'd better make more than 1 pixel. If you zoom out your model much more you'll still can see these black lines. So it's recommended that texture is larger for about 3 or more pixels than UV layout to avoid these black lines on seams.
There are several types of displacement. For example Vray disp doesn't need hipoly topology. You can use even a quad poly to get bricks.
Even standart max disp that is placed in material options doesn't need high poly, afair, but the results with vray much better.
splosions
P.S. did I place this in the correct thread?
I've had those problem before, it's the from the AO bake.
It's one of the unfortunate side effects of using a skylight in scanline to bake your AO. if you nudge the AO pixels over to the edges, it will fix it.
Heh This reminds me of my school assignment only the restrictions there were 400 triangles and a 128*128 texture. It even had to have the same layout as you xD
If you're wondering what it was, it's the lowpixel chocobo I posted earlier in this thread.
What school do you go to?
Oh, that was really low! Fun challange.
Your Chocobo came out really nice! Love your sketchbook :thumbup:
I'm studying at a school called Playgroundsquad in Sweden.
Your blade edge looks very soft to me. Need to make some nice sharp highlights on it.
You could collapse all those middle edges and save a ton of polys. They are wasted as they don't contribute to shape.
In that case, you should increase the padding in your render to texture settings, then rebake your AO. I like to use 8 pixels of padding in most cases. You could use 4 pixels if your texture is really small (256x256 or smaller).
Asuka from Evangelion Reboot
1k triangles, 512x texture.
Mech and pilot I'm working on.
Well.. Just a bit over the limit :P
The concept isn't mine though, it's by this wonderful artist!
What do you guys think? This is the first model I've fully modelled and textured myself! : ) I'm also trying to go down a hand-painted path so any CnC would be appreciated.
Looks cool ^^
I think it could've been slightly brighter if you compare the concept though..
Not sure how thick the fins are but if it were just planes with an alpha you could've also saved some polygons as well ^^
Haha, thanks. It means a lot that you think it's cool!
Yeah, I actually made the texture from sampling colors from the concept, but after the lighting and stuff in maya touched it the color darkened by quite a bit. I was thinking of going with single planes and alphas for all the shark's fins but I decided against it as its silhouette would be a little bit weird :poly142:
No,not yet. I'll go read up on it, thanks! : )
[SKETCHFAB]43ff5854155d445ebde93ad0d6eda55f[/SKETCHFAB]
First model...
Welcoming any tips and pointers on texture painting and how I can optimize my maps. Also wondering why my AO render created such a dark shade at sides of the create. The geometry is smooth and flush there so I'm not sure what's causing that.
Baked AO is based on angle, so you might have to do another one just for that section or just edit it.
Thanks! I was originally planning to make a few cars in this style, but I've realized the texturing part is quite time-consuming and I'd prefer to start something different instead But yeah, I think a game in this style could be really fun!
Sweetangel10467: Yeah actually it has a bevel in the inside, that grey lines suppose to be but i guess it didn't work out. I might redo this. Thanks again!
Sordid23: first off all thanks for critique and the wonderful paint over i really like it! Actually im trying to do that red gradient but i just can't do it. hahaha im really noob at hand painting, trying to do those WOW weapons stuff :P well thanks again.
Baddcog: im trying to put depth in the middle but i think it doesnt work out. Need to redo it and thanks for pointing that out!
btw Thanks for the CnC guys! have a good day.
This is awesome, as someone who's modeled a garage before, you've diffidently done it justice.
Some Sky Rogue stuff
Redesigned the Falke to look a big cooler/sleeker, also the Air Carrier i never posted.
Something to help me relax...
503 tris
128x Texture
Concept sketch on the left (obviously)