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
This looks so tasty it has to be illegal! :poly136: You've packed some really nice detail in such small scale. Great job!
Also @irmirx that looks so juicy! Looks like something from an iOS game.
Awesome.
You really nailed the look of them. Cute, and i loved it.
Thank you. It wasn't that difficult because i had all the references i needed from the movie team. Usually it's not the case, but i'm thankful this time i had all the help i needed and it made my life a lot easier.:)
Edit: Here's an environment I've been working on the past few days for the game a few former classmates are collaborating with me on called Piggy Scramble.
Nailed it!! Great work!
Stills:
http://i.imgur.com/MgNx3a1.png
http://i.imgur.com/HRlcoWq.png
258 tri's, trying to get better, so I'll probably be making a few of these
EDIT: as much as I wish I could animate it running, leaping, or helicoptering the staff, I decided to keep things simple.
Keep on trying!
*edit: posted at the same time as darkmag07. Basically what he said. So either use extra dummies, or use the current rig.
its a bit finicky but I guess its easier than manually setting the staffs position.
reference by Zephyri
My model
in rotation :http://youtu.be/cvSNBEKXXgg
[SKETCHFAB]f86559a0f26849e2bce2713500108745[/SKETCHFAB]
Using blender Internal with freestyle
Sorry for my english c:
I have been busy with another project but managed to get this little guy done this morning. I hope to do a few fall inspired ones
http://www.polycount.com/forum/showthread.php?t=139304
if this post is inappropriate, then I am sorry and mods are free to delete this post. if not, then I look forward to working with one of you! =D
We've created a Facebook page and a twitter account where we are posting news regarding the project.
Stay tuned!
full thread of this project here.
I'm a developper, started a prototype of a game more like a bullet hell, like dodon pachi, but without artist ^^ So it never ended.
All I see on your project is all the rules of a good shooter : colors, dynamism, good patterns and beautiful art.
This is also why I'll buy it !
pfff...you guys are from Valencia? I was showing your project around the office, but didn't know you are spanish. We are from Sevilla, so not that far away.
maaan, it's something about unfiltered textures, but i don't know if it's nostalgia, or the fact that it gives more detail, and yet less at the same time. It's like movie grain, dunno, but it seems alive even when static, and also leaves space for the viewers imagination to complete the parts where the aliasing fails. I think it's the same reason many old horror games told a lot with low fidelity, and now when everything is sharp, high res, in your face and clearly fake, they need to rely more on jump scares instead of atmosphere. It left space for your brain to fill the gaps.
[vv]102509888[/vv]
Could still lose quite a few polys and the texture could be packed further but I only had an evening to do it so I'm pleased how it went
Based on true life events.
Inspired by some of the work seen in this thread, I tried my stab at this... style.
I don't even know what to call it. I'd love to know how some of you people have done this color-palette texturing. (Go through the thread and you'll see some amazing texture work on cars, Gameboys, etc.)
One small issue I had, also.
I was working with Paint Tools Sai and GIMP and they seem to bleed over the edges.
Even if is set something a 1x1 pixel. If I draw within that selected border it still goes off the edges.
Any good program to use for clean, perfect pixel or am I doing something wrong with settings in my programs?
Thanks
You can use the nearest neighbour algorythm when you are resizing your textures, but yeah, its better to paint them per pixel.
Thanks.
Will try and upload more as this is very exciting.
(sorry, couldn't resist)
http://helpx.adobe.com/photoshop/using/customizing-indexed-color-tables.html
I wonder if there is an equivalent in Gimp..
Gotta post on page 500
Nice! Disabled texture filtering, and no antialiasing would make it look even nicer.