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'm taking some cues from Zelda, Kirby, and Nox for the mechanics, and trying a few things with narrative design based on a few years of researching into that field. Hoping for the best. Plan to have a trailer by end of April.
ayyyy
i just started using blender a few days ago and this is the first model i made. I'm still struggling with the interface and options.
learning to use turntables
thanks for the advice i will try my best
and quick question i cant seem to change the colour of the background in render window in Blender for my current model, but when i create a new file it seems to work properly. and nothing i try seems to work.. has anyone encountered this problem?
this is so crisp and legit
I also recorded the process of making it and uploaded the video here
[ame]https://www.youtube.com/watch?v=JYS4liBSntU[/ame]
First attempt at 100% hand-painted characters.
I tried to model and texture a wolf. The textures are laughable... but the model seems ok to me.
Man, I love these! Super easy to read.
polycountpolice :poly118: this is more than 1000 tris, isn´t it?
diffuse 256x256 pix
manual rotation https://skfb.ly/CMSX
[sketchfab]13ff584790854d8386f5235216084e6c[/sketchfab]
http://youtu.be/GsWcZRbn9cw
That's awesome! what was the tri count and texture etc?
with decilation master inside zbrsuh with a low value
I use four separate textures. The only textures I really had to break from the central "atlas" were the images that tiled in both directions(probably should have merged the street and concrete with the rest of the atlas but didn't want it to get too "long"...)
*shrug*I'm confused as to what the blue, green and yellow parts are though
thank you.
I would like to make a halloween graveyard and this pumpkin is a part of it.
Hope u guys like it and pls show me some criticism.
Thx
:)looks cool, but this thread is for 1000 tri's and under.
I feel the distinction is thin, the discussion has come up many times, as far as I'm concerned if the model describes a relatively high amount of detail in a lower detailed model, I'd forgive being a few hundred triangles out.
crits or thoughts?
I'd really like to thank you for your videos.
You're "moon-like"-spikes could've probably benefited from some sharp edge highlights I believe
The nature of these comments can completely change depending on how we look at things. Just because a system can push a certain polycount, does not mean that artists should fill up the quota just because they can. There is still a need to understand how to use polygons efficiently, so there is room for the hardware to calculate other things.
Level of Detail is still relevant. Being able to simplify characters to the absolute minimum while still making it look good is an underestimated artform. Just because it is possible to push 2-4k polygons on a character, does not mean one should do so. The less polygons you push on your characters, the more room you have for other things. As an example, you can multiply the number of characters you can show at the same time. It could mean the difference of 10 vs 100 characters on screen, without looking any worse to the end user.
It is also easy to forget other aspects of a game that oneself is not working on. Is it really necessary to push every single polygon on characters when there is environment art, complex AI, audio, particle effects and plenty more that need room to perform?
Then, not to forget, more polygons does not always mean better results. This is especially true when it comes to skeletal deformation. There are plenty of examples on the Polycount wiki that shows when more polygons are worse.
I don't think this thread should start increasing its limits because hardware allows it. Having limits while creating art is a good exercise that allows a lot of growth. It's like the painter who can make a beautiful piece of art with just a few strokes.
Just food for thought.
I completely understand your point of view. Changing the polycount also slightly changed the artform that is made with less.
In the case of that dragon though I think it's a good low poly character that might need some optimization.
What it comes down to (for me at least) is not nitpicking on a 1.5k mesh when the limit is 1k.
If it bothers people, why not give feedback on how to make it more optimized? (this is directed towards all the people here in general)
Are we to consider games like GTA5, Color Duty and Far Cry 4 as being... low-poly? I don't think so.
Personally, I wouldn't really categorize the dragon as LP either. It doesn't use a whole lot, no, but it's still not efficiently modeled. It's just an okay looking model. It also depends a lot on the in-game context. If this were a screen filling boss, like in SotC then yeah 1.5k is low. But for a run of the mill model, maybe even pet-sized or a low level MMO mob? Not really.
The way I see it there are two main perspectives, and both inform what should be posted here. Aesthetical and technical lowpoly-ism. Things like eldradglam's dude, or That Dragon Cancer embrace the appeal of digital minimalism, even though they're actually using quite a bunch of triangles. Technical is just about 'does it have few polygons' disregarding texture spec and so on; it's both about technical limits of a system and about being 'technically correct'.
IMO, if you're going for aesthetics you can have a bit of leeway posting here, but if you're intent on following the technical limitations you should also follow the technical limit of 1000 tris.
Every item is so diverse on budget, it's REALLY hard to say there is a specific guideline to these things. The most important thing you have to keep in mind is size in game, size on screen and silhouette readability.
The limitation to sub 1000 triangle models should be a general direction, not a rule that has to be abided in all circumstances.
hey i think those look awesome! great work. the light line on the back of links head is a bit weird. but otherwise real cool.
300 tris