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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Packed Texture with PackerPro. A lot of the elements have different Texel Densities (bad example I guess) - but that can be normalised in PackerPro as well.
Great scene indeed @renderhjs
A plant!
Does anyone know how to make some kind of cel-shaded shader in Unity that is also effected by lighting? I have a scene with various things that look like this, but I have them with flat lamberts etc. so they don't look nearly as vibrant as the image above. I didn't notice any cel-shaded stuff with light properties in Unity and wasn't sure how to add it in. If I make all my plants etc. bright like that they basically glow in the dark when the sun goes down.
It may be hard to see but there are 7 separate objects in the scene:
Desktop: 106 tris
Coffee Mug: 128 tris
Keyboard: 76 tris
Pencil: 48 tris
Notepad: 32 tris
Phone: 144 tris
Desk: 76 tris
(Yes, the game will be office themed, if it wasn't apparent.)
and i decided to make a scene from another i model made
@Sparr : you could whip something up pretty quickly using a step/posterisation function on the lighting - would be easiest using something like shader forge for sure.
That works beautifully, is there a way to get a texture to tile without stretching it over the whole screen? The whole screen thing works well for gradient textures and achieves the effect I want even though if the screen resolution is too big the gradient textures are not large enough and become really banded. But I also want to use small tiling textures to create cloth patterns and such. I'm not a programmer so I definitely don't know about shaders.
what it means "flats"?
Yes there is. Just modify the frag function to look like the following and you will have tiling & offset ability.
First post! This is the thread that recently got me into 3d modeling:).
very cool. is this from a game that you're working on or is it just a scene that you made for fun?
[ame="http://www.youtube.com/watch?v=WNX0Y1k6g8Y"]PBR test - YouTube[/ame]
More school work and learning lowpoly modeling and handpainting... still work in progress but I'm really getting into this.
Thank you, and yes it's for a game I'm currently working on.
A sword
All just vert painted. Not the best modeling, but I was trying to get it done in under an hour.
Finished up for the deadline on this project. Still have plenty to learn, but really enjoy this style.
A scene to work out a style for my wizard's lair.
Looking really nice!
I'm really glad people like it, I'm planning to make an android game (dual analog devices specifically) but now it's in Unity I'm having a 'Now what?' moment. It started as a loveletter to Lands of Lore 2, haha.
Love the minecraft texture pack by the way DemonPrincess.
Killah!! Like it a lot
I'm not very experienced, What do you think?
Sounds like the start of a bad joke about sleep deprivation.
What's your name? Funny I found you on here
I had the idea to convert pixel sprite from my old game to 3d.
And it became my first 3d model
Here is the result.
Make more!
yeah, it is! I made a demake of Metal Gear for one game jam a some time ago. This truck's sprite was there.
Ok!
Also I think the handle could be a bit larger as the other ones look really beefy and it suits the style. Nice work
Hell yeah, that would look awesome! I will work on that and I also appreciate the kind words! Thank ya!
here is an icon.
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still plugging away. kickstarter coming soon...
First stab at some proper low poly and texturing in a long while. Was fun. Hopefully something I can do more. I wanna get better at it.
But this is a start, eh?
Sharp looking portfolio Calvin! Very nice work!
Making objects for a low poly room
Trying to use very little maps (maybe normals eventually here or there)
Let me know if you have any feedback
(pig concept i believe actually came from polycount...forgot the original link >.> )