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
Here's mine, made it yesterday for practice:
@Quakeulf: I remember one of your older posts. Nice to see some more assets for this game!
@Qwerty, The Vman, 87roach: All these models are awesome.
Here's a low poly Lamborghini Diablo C3 (custom Diablo-version):
294 triangles using a 128^2 texture.
Maybe. It was more because I had this idea for a long time.
Also nice Half-Life 3 reference there with Snake running off with The Orange Box.
But 2x upscale does have some nice flavour.
Does anyone have an idea what I got wrong?
You might want to turn off bilinear texture filtering on your render texture - that's what's making the image so blurry. Set it to point or nearest neighbor filtering instead.
Thanks HowardDay, that *was* the problem. Here's what we got after fixing that:
Sorry, it might look better not scaled out.
We had a discussion about going with this style, but we'll revert to our original one. We both agree it is a nice style though.
One of the NPCs from the collage. 280 triangles in total.
This looks soo good! I love it.
I'm the artist working with danieru danieru's actually the programmer :P
This is what the game looks like without the aliasing and what we had before we tried out the more pixelated look:
Do you think it looks better smooth?
I'll ask danieru if he can try your anti-aliasing suggestion, I'm curious to see what the effects are.
@NodrawNT
It is very similar to Advance Wars, yeah
shameless thread plug:
http://www.polycount.com/forum/showthread.php?p=2101285
So the way we're doing anti-aslising is with SSAA. Which is the heavy-weight-yet-best-effect AA algo. It works by rendering 4x pixels then downscaling to one display pixel. Unlike MXAA it fixes aliasing in textures. And unlike FXAA it keeps edges sharp and does not muddle textures.
The way we got the pixelated look is by doing the exact opposite and rendering 1 pixel for every 4 display pixels. Compared to our AA'd rendering this means we render 16x fewer pixels.
So considering the method you suggested if we downscale with nearest neighbour and then upscale with nearest neighbour the result will be the same as if we rendered 16x fewer pixels. So I assume that's not what you meant.
The other option is to take our anti-aliased result, which Uberren posted, downscale that with a proper algorithmn, like lanczos3, then upscale with nearest neightbour. I think this better matches your avater, which I think I see has some sub-pixel colors and semi-transparent pixels.
We can try out this effect in gimp, the result of which is below (best to view it full screen):
So I don't want to dismiss the technique out of hand, but I don't think it would work well for a video game. It could be used to nice effect but the game has to be designed around the style from the beginning. That includes constraining the viewport and designing all textures with a specific viewing distance in mind. You may also want to disable rotating the camera, otherwise the entire screen will flicker with aliasing.
Now as a technique for showing off models? I think the results speak for themselves and some of qwerty's work is fantastic.
Hope any of you can help me or just guide me in the right direction.
https://mega.co.nz/#!F9JmFTwD!ykKc9v1mN16EBdt4nQcMOnbJPb5HfBnkMoE-fYOsOgA
Thanks in advance.
faster metod
Yeh well tried doing it manually but the mess in the rounded edges makes me cry. I'm using 3DsMax btw. Tried with quadrifyall but still fucked.
Try to make the smoke particle increase in size more over time and also rise. If you look at it in real life you'll see that the smoke doesn't stay near the ground.
Also a little color variation in it would give it a bigger sense of volume.
Gatebil is a great reference for insane smoke (0:50) is a good spot for some early smoke:
[ame="http://www.youtube.com/watch?v=Z3pWL-yhBgM"]Gatebil Rudskogen July 2014 by MovieBird Norway - YouTube[/ame]
I know you're not going for realism, and going for a very stylised approach, but some tweaking of the smoke could really make that much more enjoyable. Also look at the smoke origination point.
We're not looking to blind player 2 with a giant cloud of particles, so we kept it minimal
354 tris, including paper
256x256 for the machine and 128x128 for the paper (I made 9 pages of stuff in case I wanted more variety in the scene)
Ah ok, I wasn't aware that there would be a 2nd player, it makes sense then
494 tris, 256x256 diffuse+alpha
srs dopage
Here's mine:
Rivalry of Legends. By yours, truly nightz
Its hard to tell from tiny gifs, bu the smokes pretty cool at full resolution. It should be satisfying
This character is 1162 tris total, 550 quads. (Rendering the inside of the rings and his hat is important, as they all come loose, which is what bumped it over 1000 tris.) All parts share one 32x32 tex. Rendered in Unity.