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 think it looks pretty good.
It depends on what you want to do with the hand of course but maybe adding another edge on the fingers would do them some good with the skinning.
Adding a few fingers together can also be done since it's already pretty low poly.. If the density of your triangles can't be seen from the angle you want to look at it, I would simplify the hands.
Hope this makes a little bit of sense xD
Love it! Straight to my inspiration folder!
Well, if you really want to animate all the fingers seperately then it'll be fine.
You can also just model a fist if the character always carries a katana..
So if you're zoomed out you can't tell the difference. It really just depends on what kind of game you have. But since it's still fairly low poly and the head is pretty big, I thought it was a top down game.
Totally dig these. I also really like the submarines you just posted. Nice stuff!
ahaha i think you are a pro when it comes to 3d, yes its top down game, i think this model is ok for me, and now i am looking for texturing tutorial, i want to learn how to texture paint ehehehee, thx for your help.
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Good job the submarines. Show me wireframe pls.
That is just the cutest thing xD
Each flag pole including the flag and base is 1000 Tri, and texture is 256x512 for the pole/base and 128x256 for the flags.
Went back and did some touching up, and switched to a layered shader.
C&C please.
Depending on what style you're going for, I'd change the saturation of those pants/gloves. It's really hurting my eyes to be more accurate ^^; Especially since you're using the most saturated red and darkest black..
Maybe having the eyes further from the nose can help her look more natural too btw.. you don't have to necessarily draw the nostrils, it might look a little creepy.. just some shadow to indicate a nose would be enough
Making the shoulders a little bit more squared would make it look like she has a sturdy piece of anatomy underneath her vest. If this character would get skinned it'll get into a lot of troubles when you want to bend the arm.
also depending on your style.. I would add some highlights to everything.
Made a few recolors, too, for funsies.
1x512 map at the moment, basically a test to see what can be done with the pbr stuff.
1175 tris.
Really liking how this looks ^-^
Posed that mech I made a while back:
Seems like that step ladder should telescope back up to the suit's "chin" when it's mobile.
giving me vibes of LA MACHINEGUNS looks great!
[ame="http://www.youtube.com/watch?v=fJl00RqX8rM"]Classic Game Room HD - L.A. MACHINEGUNS (Sega Arcade Hits Pack) for Wii review - YouTube[/ame]
I love the texture you've used on my cube Your texturing skills are definitely better then mine :thumbup:
Thanks!!
Thank you!! And pshhhh... Your texturing skills are rad. Don't even worry 'bout it.
@DEElekgolo - I don't know what's going on there, but I dig it.
Game Chunk - Plays none of your favorite games
It's supposed to be for the pilot's feet :P
Character: 414 tris
Environment: 1304 tris
Ah that makes more sense. Thanks for the clarification!
Im messing with a simple decal system on the Sky Rogue planes, basically just a quad with a 256x256 PNG with alpha as a texture
Been working on this guy the past couple of days, still need to add a pilot and fix a few other things.
Improvement ideas would be much appreciated. Head doesn't see right.
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This comes in total to 220 verts/211 faces.
Tennis your at again, you still got it man!
Love your stuff.
Amazing work all.
nnnice.
I love this!
Combination of low poly and pixel art is great and the animation is great! please tell me you're using this in a game
Pretty crappy rock
297 tris.
Still looks pretty ok to me ^^ Maybe adding a highlight/wear & tear on sharp edges can bring out the overall shape more
Kind of old, but here's a thing I never posted here. (Texture seams have since been fixed.)