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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The main phrase there being per vertex animated, now as the name suggests multiple copies of the meshes vertices are needed and thats just a space waster, so I've resolved to use as few triangles as necessary.
That said I want some at least bearable art work to test and show off the engine as it grows, preferably conforming to a theme and my favorite theme has to be Halloween, so to kick off hopefully the first of many characters, props and worlds, I present,
[SKETCHFAB]23ddb2199eaf4bb4b57baf736d721db5[/SKETCHFAB]
ScareKid - 146 tris - 64 x 64
https://www.facebook.com/Neil3DArtist
Toaster powered Toilet paper Tshirts cannon Gatling gun
No it's a
Toaster powered Toilet paper Tshirts cannon Gatling gun
Wow, I didn't notice you are PigArt!! Thanks a lot for your youtube channel man, i learned so much from these videos!
A pizza slice
Alright, alright, don't hurt yourself :poly121:
Pirate101 player gear, the green and orange areas are tinted in engine via gradient maps
Here is a screen of the engine, at the moment the engine is only, content management (loading, storing, sorting, unloading), object and component management (again, storing, sorting, destroying), per vertex animation and a batch renderer.
The batch renderer I am particularly proud of, it can handle 12 draws to a batch. On a 5 year old middle of the line laptop it can handle 40 batches (480 draws) per frame before dropping below 60 fps
The funny thing is the bottleneck is definitely the webgl calls, so a batch could have a 3K poly model animating 80 tentacles, but it would still only be 1 batch, though the model would take up a hefty bit of space (thank you per vertex animation). That said I'm pretty sure I can get it working at 20 draws per batch, near doubling the amount of draws on screen.
This Image doubles as a link to my project in action, though not particularly impressive, its my first step on the way to a full length passion project available in browser..
On the todo list atm is collision detection and audio, the collision detection I'm jumping into now and haven't a clue how long it'll take me, hence the posting of a "display" version now.
That looks pretty cool, I'm working pretty much in the same thing :P only that I am aiming to a PS1 looking game in WebGL rather than an engine or something.
Good luck with your project
I probably misused the word engine, its more a framework, but its written in Html5 and webgl too, I'll have to keep an eye on you, see what you pump out, good luck to you too :P
-It's my favorite system, a part of my childhood.
@Bombshell
-Can't wait for your next step on the engine!
Finally, i made a little band of creatures.
Looks like food or other stuff.
This model is 497 triangles, works better than my previous one (Is still a WIP):
Greetings :thumbup:
liking the gradient on the legs, you should use this more. They may be on... backwards? Kneecaps in the back-of-knee-no-name-area
Oh yes, the little area where the light should reflect the top of the leg.
http://www.pluszaki.com/images/axpol/499.jpg
Also, sorry for the crap .gif... I've never made one before.
Here're my very first models starting from left:
I also like that presentation sheet.
adorable!
You just made me giggle like whale and wake everyone in the house at 2AM. Well done. (Also good bread btw, well done on the textures)
The transition between elements are well made. But I rather like the "flat" (block colors) version with no scratches ...I guess it's just personnal taste.
Your older painting tutorials for Blender (specifically your brush settings) allowed me to pretty much switch entirely from PS to Blender. Nice to see more videos from your channel!
Speed Modeling/Texture of a Colorful Jellyfish !
Does this mean you doubt snefer´s ability to create such a scene with less than 1000k tris?
edit: of course I meant to write 1k tris
1k, and also, even if he found the wrong thread More Tor Frick work, can't hurt this thread. After Wolfenstein, the man can post on my tits of he wants to. :poly142:
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https://www.facebook.com/Neil3DArtist
finally someone who understands me!
Could have optimized the mapping a bit better, but i think im going to call him done for now.
Let me now what you think of it
988 triangles
"WARP DRIVE"
Am I the only one that got the joke?