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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1.2K Faces 576 Vertices
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Sith Lightsaber - Star Wars VII [1hourChallenge] by Gravity Bwlast on Sketchfab
This is also around 240 tri max. I think its less. I don't remember the polycount and since I did these in 2009 I may as well have lost the original file.
Something I whipped up for the monthly challenge at SimpleCG on tumblr. Altogether it's 1,082 tris.
edit: higher quality gif.
198 Faces
1k color
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Old Toon Gun by elliottornay on Sketchfab
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Sword 2 by 4chieve on Sketchfab
Really cool, may I ask how you've got it to look like star fox for the snes?
The beauty shot has different wheels which might bring the polycount almost to 1000.
the spherical enviroment maps were used on a flare3d shader to create the illustion of real reflection but mostly to give the car's body that rim light look
926 triangles for hellboy and 140 for his belt, which puts the total at 1069. I hope that's still okay for this thread?
What's up everyone! This is my first post in low-poly, and also my first attempt at modelling and texturing a low poly model. I'm a fan of the legend of zelda, and thought Link would make a good starting point. I'm not really good at modelling or texturing, so this was kind of just me trying to improve.
I think you could spend more tris rounding off the sillhouette. Right now it's reading TOO boxy.
Face and eyes especially could use more care.
Good work start though!
These are a set of game developers I created for a school assignment.
Together with four other people I'm working on a small edu-game about game addiction, where the player is trying to develop a game to be as addicting as possible.
I've been working on these little fellows here in the past few weeks, from concept to rigged; textured; and animated models. They're about 900 tris each, using 4 textures.
Eyes: 256 x 256
Hair: 256 x 256
Skin: 512 x 256
Clothes: 256 x 512
You can check out the animations I've made here. I was inspired by the background characters in Disney's Wreck-It Ralph and wanted to mimic the choppy animation style they've used there.
[vv]113705864[/vv]
This was supposed to be a mobile game, but I decided to publish a browser version as well. You can play it on Kongregate:
http://www.kongregate.com/games/BorschtGames/hippo-circus
One of my goals was to be as minimalistic with the texturing as possible. There are 3 low-res textures in that scene.
Yandalf your characters look great, it seems to have that "casual-games-that-end-up-having-a-lot-of-players" appeal to it.
Thank you ^^ Well, it certainly was meant to appeal to a somewhat broad audience of children, especially people not too familiar with games, so I suppose it'd get that down
Models and environment created for our entry in the 31st Ludum Dare :
http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=30975
So Im in the process of developing a couple of assets for a low poly mobile concept using unity focusing on hand painted textures. A lot of the models I developed in the past are very last gen and can be seen at jvoye.com. Most of these were developed during my college years (7 years ago) except the textures and one simple model are more recent. I really like the idea of hand painted textures and figured it would be a great place to start. I really want to focus on lower poly, hand painted stuff for mobile development (at least at first) and go from there.
Here is a shot of the beginning stages of modeling, the well itself is just under 1000 tris. Critiques and feedback are appreciated, thanks guys.
Soon
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I present my first character and also my first lowpoly model
I made it for an assignment in school where we had to create a original character with a maximum of 500 tris with one 128x128 texture and then render it with flat lighting.
I had a lot of fun trying to fit as much detail as I could with the limitations that we had!
EDIT: It's not supposed to be a realistic cockroach in any way, more some kind of fantasy humanoid version :P
(sorry for the huge image size)
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Detective C. Roach by rymdkakor on Sketchfab
@JadeEyePanda Thanks for your criticism! I definitely agree, it looks pretty boxy. I might go back and fix that
@Blitzwood Thanks, I'm glad you like it! I could see it being in some weird zelda minecraft spinoff game
Your panda looks badass!
Edit: Now that I think about it, not that it matters but, aren't pandas inherently Chinese, not Japanese? (regarding the flag)
Haha maybe the Japanese took a couple of pandas as POWs during the Second Sino-Japanese War (thanks wikipedia) and bred them to fight for the Empire?
562 Tris
One samurai is 292 faces, including 2 arrows and their bow.
Very low poly objects (92-130 triangles) made for an Atari ST (!) Thunderdome-themed demo.
full thread of this project here.
[ame="https://www.youtube.com/watch?v=DRgnts_5wps"]FullBlast Teaser ouya - YouTube[/ame]
Umm... we can't see your desktop.
You have to put the image on a hosting service or the like, and then post THAT link.
This is also a specific thread for LOW poly, as in mobile gaming level, models. 7000 tris is WELL above that.
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In case that Sketch Fab link doesn't work, I've got a screen shot of it too.
The Sword is only 168 Tris and the Shield is 170.
anywho, critique is more than welcome {:D
I like your chopper BrightBit!
I think I have been lurking / following this game for some time. The aesthetic direction is quite nice. Can't wait to see the final product.