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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I made a set of medieval/fantasy weapons, they all share a single 1024x1024 texture.
Crits and tips are welcome.
These are the weapons, a quick render from blender
This image has been resized. Click this bar to view the full image. The original image is sized 960x540.
And here are the wireframes with Triangle coun
Heres a speed model I just did of a Pokemon 'Kyogre'
Time: 45 mins
846 Tri's 512 x 512 diffuse map
644 tris. The kitten picture is just a placeholder - the designers are going to put billboard images in there.
Kittens are ALWAYS the best way to advertise xD
Here's a little something from me:
Agreed!
And your raccoon unlockables turned out great!
Go go gadget low budget occlusion map ghetto paintjob!
That green part on his back was modeled right?
but to me it looks sooo thin from the sideview that it could've easily been a plane with an alpha map on.
Unless you don't want to use alpha's in your game, the model seems quite ok with me.
Texture is still a WIP I think?
this is a light house I'm working on for a videogame project.
The modeling is finished, meaning the design is fixed, but the main body has to be halved on uvs, while texture is ready only for the upper part, from windows and above.
More to come.
C&C are welcome.
The helmet has 1100 tris, 1024x1024 textures.
I am really waiting for your critics guys
No worries. UDK can handle a whole lot more then that ;D hehe
It looks great, but why are there scratches of silver? Was the helmet forged in iron and then painted to be gold?
I think you should do a go go gadget proper hand-painted map, instead! :poly128:
Work this lowpoly really depends on the texture to make it look awesome. If you cut corners in this area, it tends look the part. :poly129:
Well that's because first time that gold looked like plastic to me So I decided to desaturate it and add the silver scratches. Didn't realized that will be eye-bothering. Maybe I will review the diffuse map.
It's not really bothering me, I was just wondering why there'd be the appearance of silver underneath gold.
I don't model as much as I probably should, and I haven't really done a ton of low poly stuff, but I love the process and the challenge of getting a good, stylistic character with such a low budget. I'm starting a project, or trying to, with a coder buddy of mine to make a simple little strategy game called Miamia. Sort of a medieval fantasy deal, but instead of being in say, a forested middle ages Europe, it's set in a late 80's/early 90's coastal city like Miami or California.
Anyway, enough of that, here's something I did as an aesthetics test:
I'm positive I could have gotten even lower, but my optimization skill need a little optimization.
I see what you did there :poly129:
Nice work on the texture
working on mario knock off plant. gonna alpha texture for the first time.
C&C much appreciated.
And the guy on the bike is very very badly built and not at all optimised,
but i think it looks alright and i'm pretty happy, it's one of my first models
[sketchfab]b2ce8b6306fb436f83cd0d0f70eef5bc[/sketchfab]
Edit: Btw, how do you make a thumbnail for the model?
You press on the camera icon in the top left corner.
But yeah, sketchfab has changed it interface recently.
At least it comes up there for me now
Well done
Huh, I have done that several times on different uploads and it didn't work.
As far as I can tell it only saves the camera position for me.
I got a thumbnail on one of my uploads once at random :P
... Well then o.O' I have no idea :poly142:
Here's a quick WIP of my current project:
Mesh given by teachers
I wanted to try to get this lower but i think I've reached the limit, more with the textures and stuff when i get to it, but couldn't hold out.
Sweet nice texture work 512x512 textures?
SBones that is bad ass what is the count on the base?
It's split into 5 different texture maps.
The maximum I went for is 1k for the platform. The rest is 512 for trees, dead tree+mushrooms and stones.
256 for the alpha planes.
I'm polishing all the visuals right now so you can expect something like this:
for everything
That looks nice, especially the colors, but 5 textures, including one 1024x1024 seems like way too much for that. Let's see the final version though.
I get what you mean. Although I'm just following my teacher's orders :poly121:
I tried those rocks in a 256 texture but they just looked so blurry :poly116:
Oh well it never hurts to work on bigger sizes to then downscale
Not me i.d.c. the more the merrier.
Not meaning to update so soon but i created a high from the low and was surprised how well it worked out and was faster than creating the low, i guess with all the objects in place it helps. I am sure it is "sort of" wrong to do the high like this but it worked for me and i just wanted to share that it can be done.
Meh textures soon-ish, doing a test with this bad boy, will post concept and all that when i get to a decent level.
Next model for my little project. Miamia State Police Department Riot Knight. Figured since the Mayor is like the king, the police force should be vaguely euro-style knights and paladins and such. Just the color test at the moment, texture is WIP.
926 tris including his sword and shield.
I see.. yeah I'm not doing normal, spec or gloss with this.
I have looked at the wiki for topology and stuff but since I'm not one to do a lot of normal mapping I haven't looked there yet :poly124:
By posting too quickly do you mean putting WIP's on here? I've seen it been done before and seeing how an asset grows is always very interesting to me.
Didn't know people were annoyed by that o.O'
326 tris, 1024, diffuse spec normal and emissive maps
a) this looks cool and b) at first i thought the insignia meant "MS Paint Department" which I'm sure it would make a great meme for
open for freelance work
whitepony05@gmail.com
Yes!
I love the concept of this project, good luck!
Reminds me a darksouls how he carries a 2handed sword and great shield at the same time. haha
I'll post some higher res stuff on my sketchbook later.
Thanks a bunch Color is really something that drives me. :poly135: Usually when I pick up a game and see almost only grey I put it back on the shelve. But that's just me I guess :poly142:
It's not just you! For me as well, those types of games can stay on the shelf. :poly142:
The major reason why I don't play shooters is because they are like that.. it's not that I dislike the gameplay.. I play Bioshock/Jak 2/Jak 3 as well.. but at least it has beautiful graphics to get me in the world and also nobody calling me a noob :poly105:
It seems kind of shitty to grade a game on it's graphics.. but it's like the first impression you get.
To come back to the topic of this thread.. I love low poly because of this reason Before it can look good you have to be creative with the limits you have.
http://raste28.deviantart.com/art/Report-Rst-028-V1-1-446131553?ga_submit_new=10%253A1396955387
here is the link