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
not memory but performance. it's also harder to achieve that look using only the game engine using realtime lights
Ah yes performance.. brainfart :poly121: You mean you wouldn't get your lights like that in unity? o.o
http://baldmessiah.blogspot.com/2014/06/dutch-turn-table.html
of course you can, but with higher costs and with an experienced team, with more time spent on tuning and optimizing stuff. In Photoshop you can do whatever you want, but it's hard to change it latter on, so you better get it right from the start and in the end you just get to draw polygons with diffuse textures, no fancy shaders or lighting solutions, which is faster than anything else.
Spacey I freaking love this. Love the concept as well, Makkon.
good work all
Still working on the texture.
Haha, so cute! The expressions are priceless!
Finally finding some time to get into 3D more.
3 things I cobbled together today for practise.
Love the concept! brilliant idea!
I might've given it a go with wrecking the sign more. It looks in too good of a shape atm; maybe bend the part sticking out of the back like someone ran over it or like it was torn down rather obscenely, and some blood on the tip of the axe and the gothic spear thing.
This made my whole week! I love it! I want to know how you went about texturing this guy. I'm completely enamored by your style.
Ooh, bend the sign a bit? Nice idea! Thanks!
"A galinha da minha vizinha
They were all made with Blender, and i used only de blender render internal (no GI, no cycles)
Mostly hand made animation (Ex: the buoi), but some portions where made with modifiers (like the waves, or particles for rain) ,skeleton rigging was made for some of the characters
thinkinmonkey: Yeah.. time caught up on me, and i couldnt fix the direction of the waves.Plus something went wrong and i lost the file , perhaps in the future i can rebuild the sea set.
Finger and grass ? yes.. , it is amazing how these sayings are present across cultures..
[sketchfab]19714311a5134696b7487457f1ed8c4f[/sketchfab]
The vert colours kinda come out desat in Sketchfab. Does anyone have a clue why?
Total triangle count: 714!
Pretty Bandage:
Don't forget my good side!
Smile for the camera!
Pretty!
1024x diffuse map (needs to be that large for the bandage sub-texture)
By the way, that blank space will be filled on the diffuse map if I add an upper body.
Hope you like it!
Sorry guys, I thought the limit was lifted for some reason, but realizing that was silly of me. Pardon the intrusion.
Why is it so difficult to understand that it needs to be LESS than 1000 tris in order to qualify for this thread? It's right there in the title! And that's not even remotely low poly.
Thought it was a more flexible thread in terms of polys than the title quite obviously points out
All I can see is pretty much very specific threads.
Recently saw they opened this one here for concepts that can be put in 3D btw.
From there, my curiosity grew.
I would love to see threads for environments only or stylized props (no matter what tri count).
It could also be a good place to find new work easy and fast in 1 thread just like this one. That's mainly why I've been keeping such a close watch on it.
[SKETCHFAB]e74f199e464e46c2925cad19aa83b97d[/SKETCHFAB]
http://caelhath.deviantart.com/art/Hard-Drives-in-Action-463320114
Basically some shots of the Hard Drive in Max and in Unity.
A quick fix might be to switch from Shadeless to Lit:
If the resulting shadows are undesirable, you can turn on environmental lighting and adjust exposure.
A more involved solution would be converting your vertex colors from sRGB to linear (Sketchfab expects linear, so they get washed out if sRGB)
Original except diffuse-vertex multiplication removed (over saturated):
http://cl.ly/image/3H0j3g1E2F2O
Edited - sRGB converted to linear (fixed):
http://cl.ly/image/1m0C230h0B0l
525 quads
984 tris
That certainly looks better (your example)
How does the conversion from sRGB to linear work?
884 Tris
1024 Diffuse
Just working on some random Stuff during Studying
Hope you like it
Here's some stuff I'm doing at work.
Trying to keep the count down but still have some fun...
These are basically going to be buttons on the bottom of a video screen. The left on is to Dock the video to the screen. The middle one is to open the video up in an actual media player. The one on the right is to make the video go fullscreen.
I welcome any feedback.
[SKETCHFAB]c338e654eebd491a8e137fbaeed1ead9[/SKETCHFAB]
Don't know if I'll ever finish this so im posting it now. Wanted to see if I could pull off convincing animes. Also messing around with env maps to make her look shiny and from the future.
https://www.dropbox.com/s/50nbcycoz5znuvp/srgb2linear_bin.zip
It converts a .wrl file to 2.2 gamma which then looks fine on Sketchfab if you use vertex colours.
[sketchfab]19714311a5134696b7487457f1ed8c4f[/sketchfab]
yay
Pretty much the first 3D thingthang I've done that's worth showing. I'm already familiar with other sorts of game art, but I had this Unity3D idea that's gonna require me to learn some stylized modeling.
System = 150 tris - 64x64 texture
Controller = 78 tris - 32x32 texture
Cart = 74 tris - 32x32 texture
I got too lazy to make wires :P
I LOVE THIS!
That looks lovely. Would really like to see that from all angles. Put it on Sketchfab or something similar
[sketchfab]0149df038908403d9349ca59d6f6b58e[/sketchfab]
New N E S Posed 001 by squiggly_p on Sketchfab
Hope I did it right, I've never used Sketchfab before.