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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I'd like to submit some stuff but... I'm not really talented ^_^...
Keep it up guys, I study modeling and texturing and your stuff have been inspiring me since I got in this forum for the first time.
Thank you all.
I've got a ton more, but have to make them presentable.
Haha, yeah I'll probably end up doing just that. Thanks for the feedback buddy!
thank you Denny
here my Tie Defender
Work for a small competion with a friend.
I am not sure that's sub 1000. (You probably wanted to post it here)
oh sry
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@Justo: The biggest problem with the model i would say is the color scheme. The green and red look very chemical, and need to be more close to earth tones in order to pull it off. That leaf you have on the staff is way better looking than the clothes.
here's some models I made in the past:
And some cars
and the original wip file screenshot
if I recall its the Maclaren, Ferrai F40, Ford GT 40, porsche 911,
Ford Mustang 390 GT, AC Cobra and Aston Martin DB9
then I made these toon ones, also under 1000
Using a flare3d Shader for spherical environment maps
Bathroom done!
working on a little tiki bar that's in this reception zone, and I think I just arrived at a somewhat decent looking thatch-type roof
definitely need to add some more shading on the painted strands though, as it comes off quite flat
Classy! !!
@CordellC
I really like the overall style and color scheme of this piece! I like the way the Strands come off of the structure, instead of being mapped on. Simple texture-work, but great effect. Great work!
In the spirit of shit, I made a toilet at school in my spare time. 472 Tris, unwrapped, but I am the worst at painting textures.
What was your objective with this? Were there quality standards you had to hit or expected to hit?
That's just awesome! haha
998 Tris
1024 X 1024 pixel texture.
What I would suggest is to think in matter of gradients. Think that the light is coming from above, then there would obviously be parts covered in shadow.
Reevaluate your monster based on lighting information. You have light spots in places where it should be darker.
Also, your armor has some good detail in it. Try to convey that same detail to the body and eyes.
Is there a vert not welded to the center on the back crystals? it seems like you can look through on of them.
Here are some other things you can think about, just throwing this out there.
Find some reference on the eyes shouldn't take long to find something you like.
I'm not going to talk about the value in your creature but I will suggest putting a layer at the top of the others with blending mode "Saturation" and fill the layer with any value without hue. (black will do) that's if your using photoshop.
Just some detail options that will help define the creature. First thing I thought when I saw your creature is that it looked to me like a lizard so I went with that!
lizards can have a white leather by it's belly area so I painted some of that in for some color variation as there was too much purple.
I thought about scales but that might be over kill for the look so I added in a pattern, it's darker with a bit more saturation but does blend in in places.
It's very muscular so I added some veins. These are just some ideas to make it pop but I would also suggest some more color variation.
http://p3d.in/furDE
I will definitely work on light areas and also thanks Micah for paint-over.
will make some changes and come back.
I hope you like it guys.
1000 tris
256 x 256 texture
Happy Halloween.
wow felipealves, you managed to make a horribly maintained outhouse look beautiful! there are so many things i truly appreciate about this, like the topology of the roof (& that alpha!), it seems like u really know what ur doing when it comes to hue & shading contrast, & how u considered the lighting from that beautiful light-bulb! My only crit would be: where is the power source coming from? maybe add some electrical conduits going from the switch down into the ground, (or to one of those openings that leads to a power-line cord), & travelling to the light-bulb, probably through the back of the wood. It could even just be wires or something.
you could probably also add some kinda floor or concrete foundation since it has that kinda toilet.
hopefully i'm not making things too complicated! :poly144:
this is great! really clever animation! i wonder if mirroring the textures down the largest face of those props is the most effecient way to uv map it, but it seems to work well enough, it definitely still looks good!
beautiful work everybody in this thread, keep it up!
Did few changes accordingly in my free time, Now i need some hot chocolate.
witchhead quickie
This is a model of a buckler and a Scottish Broadsword.
I've been experimenting with art styles for a mobile game. Is this type of low poly art still viable, or should I do it more traditionally?
Awesome job dude love it any chance for a wireframe??
Dude I envy you you are amazing. Always inspirational stuff.
@minorthreat: I'm glad that u liked man! You are totally right about the power source, I'll revise it for sure and update in my thread. Thank you
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Tell me what you think. All together it comes to 364tris.