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
So friggin cute.
[SKETCHFAB]b7363636febc4e9faf53490449ee88ca[/SKETCHFAB]
[SKETCHFAB]c069a3b8b45446ffafe95679636b675d[/SKETCHFAB]
Made some ramen.
Spacetronaut Thread
Made a sandwhich.
So you finally uploaded the previews ! Would love to hear out the critics !
Thanks
No secret really, just hand drawn in Photoshop.
^^^ What I'm working on now just to keep the art going (197 tris).
Still it's at 700 tris, and im going to get it down to atleast 500 before i'm happy with it!. This was originally made for PC games.
Thanks ! Mihir did a great job on the models ! The game is about farting to fly, and keep flying, and eating on the way to build up gas in your stomach ! :poly124:
Made a crepe.
Really like the texturing on your previous swords and this new set
Skylebones: you're very inspiring
956 Tris
Thanks! I really appreciate that.
someday Ill have more to post then just this game :thumbup:
Pretty sick, Vizmund!
Damn, i love this thread~
Thanks in advance!
Judge Dredd got tired of his old outfit I see.
I made some sushi.
Still some props to do tho!
Created for fun. Based off Teen Titans Go. I was going to do the full cast but this guy took a little longer then expected so probably not.
Love that keychain Delko!
Sweet! What is your texturing setup? I'm looking for a way to improve my workflow atm.
I texture in 3d coat. My workflow for this guy was I blocked out each distinct area (skin, clothes, pink area*, etc..) in separate layers so I could lock the transparency. And then I just paint in color from my pallet/concept. I like having a thoroughly worked out pallet (base, mid tones, highlights, etc) especially for skin. On this guy I didn't though. When the piece is about 75% done I switch to black and white to refine the lighting/rendering. And then switch back to color and fix any hue issues and add any final details needed.
That's pretty much it.
I'm in the same boat, I've been trying improve my workflow also.
[SKETCHFAB]e68d354596a942e0a84140e6caeff4d7[/SKETCHFAB]
I found this thread to be very inspiring and so i tried to model something lowpoly myself.
For now, it´s just a boring barrel, but it was fun and instructive to do non the less. It´s 60 tris and a 32x32px texture.
I ran into some trouble with the top/bottom-texture because of the low resolution/ orientation of uvws.
And i couldn´t get the model displayed the in the viewport without muddy texture (3dsMax2014). Anyone got a hint how it works?
Any critique greatly appreciated :thumbup:
It's so clean.. :poly115:
How do you do that? Especially those gradients..
For the clean gradients you mentioned i just used the circular setting for the gradient tool to mark of what was gonna look like occlusion and then do it on a second layer underneath with midtones and lower opacity merge them and take the base color and blend what was left. I experimented a lot with this process so i wasn't sure how well people would like it.
I'm not sure if I fully understand your process.. but I like it :poly136:
Thanks btw Bloom was my first ever project outside of school I learned quite a lot and met great and fun people Are you a local?