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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EDIT: Just been looking at the wires in SF. Those faces you got at the back right of the NES don't seem to be needed. You could just weld those verts over to the side and safe 6 tris. Unless I am missing something.
Thanks, fixed in my file now. I found a misaligned face as well. Just when you think you're done you find ten things to fix :P
Also, those small indents in the carts could be done with seperate non-connected geometry. Could safe quite a few tris there too.
[sketchfab]df06910e9ff84df98f558edd84e67dbe[/sketchfab]
Soldier by Explosive on Sketchfab
[sketchfab]7a6cad7d7a0343cf90b8a49cac078d4d[/sketchfab]
Assault Platform by Explosive on Sketchfab
Here's the URL for the game if anyone wants to check it out. Its only a buck.
http://itunes.apple.com/us/app/revolt/id399345188?mt=8
I'm new to the Polycount forums, and have been going through the brilliant low poly models in this thread.
I just felt compelled to post mine too
Below is a weapon I am currently working on, and is part of an Indie weapons pack I am releasing on 2nd July 2014.
For more info please visit: http://innersanctumgames.blogspot.co.uk/2014/06/full-weapons-list-and-further-details.html
Many Thanks!
InnerSanctum Games
here's another icon for my browsing program. we've been able to cram about a five to ten thousand of these low-poly objects into the Android build before it starts slowing down, so I'm pretty happy with how they turned out. i'd like to make some better materials, but we've been working at a break-neck pace for a while now. these are essentially place-holders for something better to come along down the line.
Anyhow, would really love some feedback!
[SKETCHFAB]06683804f1a449f6a6d174756d39f85e[/SKETCHFAB]
We were looking for a base color scheme here:
Launching a Kickstarter for this game REALLY SOON by the way... Like, Tomorrow.
http://cartoneros.co/kickstarter/
Also I'm noticing all the sketchfab things run just fine on my nexus, so hurrah for html5.
I made something similar last year
Unity Player:
https://dl.dropboxusercontent.com/u/14109231/NESMUSICBOX.html
352 polys with 256 diff and normal. I have to say it looks a lot better if you double the texture size but i didn't want to risk breaking the thread rules
a low poly room
and a low poly city street
I am so glad to see you're working on this again. Damn it looks so rad.
Does this mean you're turning those hella sweet cars into an actual game? Oh boy! That looks damn nice.
KassEscoe
Very nice. I really dig the flickering light, reminds me of oldschool point and click adventures for some reason!
The only thing that is putting me off is the endless one part guard rails.
Heres a new car, M1.
@chasepettit and I are working on an arcade racer called Drift Stage. Its sort of an evolution of what Turbo Run would have been.
[sketchfab]db61c7d256e04df7b22b0f1f2509e4e6[/sketchfab]
Atari2600 Posed by squiggly_p on Sketchfab
EDIT: Updated to fix misaligned texture (wish I could catch this stuff the first time :P)
Love the material definition! And I agree the handpainted art from Allods is pretty good
I always find this kind of textures stunning! Amazing dagger!
[SKETCHFAB]7568e063f8924aca859d32aaeaff0027[/SKETCHFAB]
The sword of my new character. Hope i will find the time soon
Polycount: 340 tri
btw Crits are welcome ;-)
Viking Piggy!
My first attempt at handpainting.
612 tris 256 texture
I think I figured out how the windows work on these cars. Am I right in saying that you used reflection mapping rather than traditional UV mapping in the windows and mirrors exclusively, kind of like Metal Mario?
I like this a lot!
As far as Unity shaders go this one is dead simple.
Which gives you something like.
Sorry my car is no where as cool as Delko's (which is awesome by the way) but it took longer to make the animated gif than the car and the shader combined.
I've been further prototyping the desired rigging & texturing style for CARTONEROS today. This is what I've landed on:
The character has a body covered with various boxes. The rig is a standard humanoid rig with secondary bones for the boxes. All weights of the "armor" are skinned to these secondary bones. I hope to achieve a "shaky feel" for the character's boxes.
What do you guys think? THANKS.
I'll post prototype animations in an update to our kickstarter
So I finished my first attempt at handpainted textures and did a material study on wood with the same UVs... piggy!
And a gif. 'Cause the animation is pretty cool.
[SKETCHFAB]9947a1f3cc404652850ae7056b580e97[/SKETCHFAB]
The characters were packed using PackerPro and grabbed straight out of the game running inside Unity. Here is a shot of the packed texture:
I'll upload some more 3d game shots soon
I thought the hand was well made and clean, if anyone wanted to see for reference.
(un-triangulated by hand, might not be exact)
Ah, OTTD, My kids favorite game Waiting for more.
SO here is the promised CARTONEROS with a prototype-class animation
We'll be looking for an animator to work on this for about 9 months.
If you'd like to be a part of the development, you can visit the kickstarter page here
What do you think of the Character style? Thanks
Great texture packing @renderhjs!
Nice models. To me it looks like they would fare better without filtering on sketchfab. There are a lot of very obvious seams because of it.