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
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Here's a low poly Kokiri Forest stage I just finished for a SSB64 mod.
639 Tris without the SkullKids+Particles. 1.8k Tris all together.
Each SkullKid is 565 Tris I wanted to get them a lot lower but I failed haha.
Btw I've uploaded the scene to sketchfab but I have no idea how to embed it into the post, the little 'Embed 3D' buttons don't seem to do anything at all so here's the link if you wanna chegg it out : 3. https://skfb.ly/y8pK
A friend of mine said the exact same thing. The initial reference I used for the model had planks this way (probably not as many cuts as mine) and I didn't look at any references while texturing.
I'll probably end up going back and fixing this
Anyhow, here are some models from my game Catmouth Island:
Main character Mya at 298 triangles (512^2 textyuur):
Female NPC at 272 triangles (part of a 4096^2 atlas):
Male NPC at 266 triangles, and arcade cabinet at 35 (part of a 4096^2 atlas):
Male NPC at 252 triangles (part of a 4096^2 atlas):
Chimney smoke icospheres at 20 triangles each (also used for the dust that gets kicked up when you run):
And a bonus shot of the village on the southern part of the main island:
Thanks!
YESS!
I know it's a bit different and I hope you guys enjoy it, the whole thing took me 5 weeks. :poly142: :thumbup:
http://asatexo.wix.com/pbredow#!thebunzzies/ckiy :poly122:
:poly121:
This one's completely handpainted except for the wood texture base.
Model was given to us by the teachers
So I found the start of an old model I did a while back and I decided to improve, optimize, and re-arrange, to get 2 separate models. I proudly present the RPG Base mesh family, Mr and Mrs:
They each clock in at 342 triangles. They can be optimized to fit any class quite easily, as they are very simple The idea came from the Job system in Bravely Default (love that game). Any advice to improve in the future? (I generally use box-modeling FYI)
Fantastic thread by the way, I learn a lot of things every time I read it !
Gamma from Sonic Adventure! 678 tris, gonna use this to re-learn rigging.
@Revocare: Nice Gamma!
I like how it looks in the screenshots, but I think the outlines are a bit too thick, and it's especially noticeable in the video, plus having pitch black outlines for everything is not such a good idea. Maybe use a different shader that can control the color and thickness of the outlines dynamically, or at least make the ones you use thinner and not completely black. Plus maybe not all objects need to be outlined. The tree outlines look pretty bad IMO.
@asax
I am blown away.
256x256 Diffuse/Spec/Normal
Seriously, Im abit tired of people using huge textures on this thread. I dont think that a lowpoly thread should contain textures bigger than 512 at max. if not you could make super detailed 2048 textures on a plane and call it lowpoly. kind of ruins the spirit of lowpoly.
sketchfab : https://skfb.ly/z9ry
I kind of understand your point. Although with all the remasters of earlier games nowadays it has become quite real that low poly can actually be made prettier with just a slightly bigger texture map.
In a way it's also cool to see how people can retexture old meshes to make them look nicer don't you think?
Of course this only applies for old meshes that were made by someone else xD
Seeing meshes that people started making from scratch and then put a super big texture map on is kind of weird indeed. Especially if they don't have a good reason to do so.
Oh well.. what to do about it *shrug*
I also think normal mapped assets kind of ruin the spirit of lowpoly, but that's just me. :poly121:
The definition is always changing.
First model WIP
Edit: 284 tris
Nice texture, Yadoob Love it!
How do you like Blender for texturing?
Thanks a lot thebamboobear, you have a very impressive portfolio ! Well, I could talk about Blender for hours But I'll make it short about my first attempt on texture paint : the tool is great ! Be able to paint in 3D and 2D at the same time in the same software just make sense to me. There's a lot of cool features and it's really easy and fun. But the thing I love the most is the ability with GLSL to use or bake wathever shader you want (gradient, AO, lighting or fancy-shaders).
On the darkside, there's some slowdown in 3D when you use big textures or paint on big surfaces (and photoshop is still needed for complex tasks).
But it's continuously growing and the developer in charge is very open to remarks and new ideas http://blenderartists.org/forum/showthread.php?297257-GSOC-2013-MOARZ-texpaint-stuffs/page36 !
PS : If someone is intrested in Texture Paint and want to only use this feature in Blender without learning all the software or complex interface, I could make a short tutorial : the goal will be, for complete stranger to Blender,to just import his/her model, paint on it right away and export her/his texture. I don't know if a lot of people here are concerned but if you do, please tell me (here or by MP), it will be a pleasure to help you.
totaly agree, but since it looks like noone cares, I used n-maps because it was okay to use n-maps in the game the model was to be used in.
I think max specs should be 900 tris, 512px a diffuse map only.
shovel?... hand painted textures?...
only 739 tris though...
:poly122:
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Textureing gif
EDIT: I updated the sketchfab model. Shovel is pointier (thanks for the C&C!)
Haha, that's priceless! :poly142:
I like how you did the wood and wraps. I would make the shovel blade a bit more cupped and with a pointed tip, though. If you look at actual shovels, they tend to be shaped like that. Form follows function, afterall.
Even that is up for interpretation, though! I mean, are we talking a character here? Or how about a... well, shovel? :poly144:
And where does a lowpoly environment fit in? That could easily go over that budget while still being truly low spec.
It's like what they said before me, as long as people evaluate their prop well enough to the "criteria" everything seems fine by me.
Still, normal maps are soo current gen. It's hard to think of them as "lowpoly" :poly105:
Its more about the skill it takes to paint an asset really well and have all the detail in the diffuse, rather than relying on normal mapping for details.
This was a training exercise for texturing (I figured it's about time I started putting my wacom to use)
I know a few areas I would cut down on polys (ie: screws - they should be in the texture...unless this would be used up close, then have LOD versions for when its further off) I also create my textures at 2x the res I would actually use in game. It's easy to scale down, but not to scale up if needed in the future.
DemonPrincess - thanks for the crit! I feel the shovel has enough "cup" in it, maybe the texture detracts from it...but good point with the point! :P
my two cents on the "low poly criteria"
As others have said, it really depends on what your final application for the object is going to be. Low poly is subjective not black and white.
Sweetangel0467's list is great for beginning a new project.
As for normal maps, the reason they exist is to keep polygon counts lower on models. They seem like a perfect match for this thread.
Awesome! Twerking rabbits and a dancing car. You might as well have a youtube video embedded, took me a few days to get around to updating my unity plugin so I could see it.
NellyB - what's more, by having a sharper point it will also make the curved sides of the shovel feel more rounded A because they are and B because of the shape contrast.
The spirit of low poly is just that: spirit. There shouldn't be any hard set rules. I don't agree with the "sub ~1000 triangle" description in the title, either, for reasons already explained (prop vs character vs environment vs scene). So what is the spirit of low poly?
Doing the most with the least.
It's really that simple. If you want to post a 1500 triangle prop with all kinds of sparkle maps, go for it. It's just that the people viewing this thread are expecting a certain style and some might roll their eyes at your hard work. The more you do with the least amount of tools the more impressive and discussion worthy your piece will be...within this specific thread.
Keep it simple, stupid, and embrace the jaggies. Love you guys!
You're kind of correct in regards to Riot. Most all heroes in LoL are now sculpted in ZBrush where they are baked down to a low poly model. From what I;ve seen they don't use normal mapping for low poly, but they pull the AO Cav, etc for shading information. The final product is a diffuse map from what I can tell. You can see some of it here in a previous polycount art dump by Valkyrie
You can also hear and see the process from Josh Singh at this Zbrush UGM Recap.
I would still consider their stuff to be low spec as that is exactly what the final product is. It's just interesting to me how they mention it is quicker for them to prototype and rapidly create things in ZBrush and bake it down than it is for them to do low poly from scratch.