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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if it is a good idea, it will look much better and will not go many more polys than they currently have the model, the trouble is that the opacity channel should continue to exist because the stem leaves have it, anyway I will use geometry true for the part of teeth because it is one of the best parts in the model should see
thank you very much for the advice!
full fledged tumblr nose goin' on right here!
Beyond that, the face is incredibly flat and weird looking. the whole model seems rather stiff and/or off proportion. makes it seem like it'd fall over at a moment's notice
Click the "+" in the corner of the viewport > Configure Viewports... > Statistics > Tick "Triangle Count". Default hotkey is "7" to toggle the viewport statistics.
hell yes, you do!
and the texture made in PS :
cheers!
3D-coat is really great for low-poly, hand painted textures.
Kimchi by Gravity Bwlast on Sketchfab
Hi guys, here is a plate of kimchi I did in about an hour and a half.
Made a transformable mecha fighter thingy for a mobile game project I'm working on.
Here's a quick sketch to explain better what i mean.
https://www.youtube.com/watch?v=9GPAyNaTdt0
It's already out, so you can check it out here:
https://play.google.com/store/apps/d...com.bgdn.shmup
I painted the texture for the sickle after doing the swords, and liked the way it turned out way better. I'll probably be going back and reworking the sword textures.
Sure hope this fits in here. An alien skull at 530 tris, with a 512 normal and occlusion bake=)
(for a full 3D view, https://goote.ch/f920a6eff1934fb38d91e305eea1389d.project/ )
https://www.facebook.com/theartofaybarsturan
I am responsible for characters and assets modeling and texturing.
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If you like them follow me on my facebook page
https://www.facebook.com/theartofaybarsturan
This is a sort of material test for some poly art stuff. (It's what I call that decimated, untextured, coloured, lowpoly look)
Your Knight looks really cool. Can i see the Wireframe and Texture ?
Here some freetime work. who guess from wich game this is?
verts: 597 Textures: 7x 64² and 1x 32²
nice work! Is the head joined with the body or is it a separate mesh?
@Sanislov: really fun little guy; is he for anything or just for fun? Would love a large scale RTS with little low-poly pixel texture units
900 tris))
thanks dude, is a separate mesh!
328 tris, 256x256 normal and ao.
Might texture it for for both dynamic and static lighting.
Cool stuff! I'm amazed at that low texture size. Mind showing the textures?
And i make handpainted models for the first time
i'ts for an RPG KIT for unity assets store !
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handpainted table lowpoly by kaligraphx on Sketchfab
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handpainted fence lowpoly by kaligraphx on Sketchfab
In unity :
In the future i add characters / monsters / tiles for floor/wall etc etc.. and all handpainted !
Sure thing!
Now that I look at it, I can already see a way to optimize it even further, which I may or may not do.
Mostly on the handle I guess.
Here is my Thread about this project:)
http://www.polycount.com/forum/showthread.php?t=140599
It's very inspiring.
with wire :
and with TEST CELL SHADING :
This scene is to practice handpaiting textures.
I hope you enjoy it and I´m aware of any feeback.
Concept by Makkon's
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texture's 512, could it be lower? maybe. I'l have to look at resizing it properly somehow.
tricount is about the same. maybe a bit more. didn't really look. really just here to paint it.