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
Replies
I just started with lowpoly modeling and texturing a few weeks ago, im learning this art. I want critics, hit me with all you got.
My first model...
[sketchfab]305c898727c4459595a5f54be3b1529a[/sketchfab]
lowpoly_sword_001 by acassani on Sketchfab
My second model...
[sketchfab]c957208f3aec4549bb7ec1dac00fcdc2[/sketchfab]
low poly_sword_002 by acassani on Sketchfab
Now i got 2 work in progress.
The spider. Model and rig done, texture WIP...
[sketchfab]f34502b6fef3404fa121cab05eab8c30[/sketchfab]
low poly_spider by acassani on Sketchfab
The barrel,
[sketchfab]28f6e3ba31894634a8dfd9c77c87200c[/sketchfab]
low poly Barrel by acassani on Sketchfab
Thx for your time.
[SKETCHFAB]e993e3881402435b9c16ed5f7920db60[/SKETCHFAB]
Regards
I really like it, sorry i got no critics
Here is my first more or less serious work:
Giraffe, 978 tris.
I'm new in 3D modelling, so any critics would be highly appreciated
Wow thats nice!
Low Poly Sword by masterbeard on Sketchfab
Hey!
For the rocks, create 5 boxes and deform them different ways, then combine, like this:
For pine tree, create some pyramids, scale them and rotate in different angles, stack on each other and add a box for the trunk, like this:
For tree foliage, do the same as for rocks, take 5 deformed boxes and combine. As for trunk, you want to create a box with 2x2x2 segments, extrude top 4 in different directions and scale top polys a bit to make them look like branches, like this:
(If you want to make 3- or 5- branched trunk, just take 3- or 5- sided cylinder istead of box, and tesselate it's top cap)
Hope it helped, cheers!
Keep it on, i want to see more.
This has just saved me a bunch of time! Thank you! Your a life saver
All in All the part on the UV has now 54 tris, if i count right.
Anyways, here is a picture showing how I did. The keyword is elements/sub-objects.
Also, I uploaded an OBJ so you can take a closer look at it.
Pillar lowpoly - download
Messing around with normal maps in marmoset
Wolf NPC for a mobile game. 920 tris, ingame, triangulated, anim speed at 25%.
[SKETCHFAB]bff599b5880a4de0a9f6a5551e5fac19[/SKETCHFAB]
@IllusivePixel thats amazing, I love the shadows on the details, gives it a nice pop!
Im one of the new guys First post ever! Been googeling for a forum about low poly stuff and this seems to be the place to be at.
I want to make a Unity game for iOS, and here is my first try ever of a "hero" character.
So do you think this model will work. Its now at 1180 tris, is that ok for a iOS game?
Im thinking the game will have like 40 other static objects at 150-500 tris each. How many enemies with about 1000 tris will I be able to have at the same time, someone know?
And then I have a question about best practise modeling game objects. If you look at the hair between the head and cape, should i have that as a "own" object or connect it to the cape it self (by connect i mean merge the verts)?
Thanks!
After quite a bit of lurking and many hours of tutorials here is my first complete model.
I'm rather happy with the results but it took an ungodly amount of time.
You can also view the model at Sketchfab.
Your CC would be most welcome!
Also, can you recomend any posts/articles/whatever on best practices when it comes to (low-poly) models meant for game development?
Thanks!
Hello, I apparently forgot to share the new version of the main character for our game, feel free to give me any feedback, as you might see, it's still in WIP.
[sketchfab]7e0eb92b105a44d3a5e4540223c20537[/sketchfab]
Oh and you're welcome to download it and do some edit if you see any problem or you can even animate this character, I'm very bad at it because I don't know how to properly rig it! XD;;;
Enjoy your day!
It's not much, but I made this little guy on the side. 42 Poly's, 32x32 texture map. Was a ton of fun. I just wanted to go as small as possible.
I really like the patterns on the wolfs fur, great job. I think the tail could be animated with a bit more flow and detail.
Well done, nice work.
Made a tea house. Advice on improvements please?
912 Tris
512x texture
Texture: Completely wasteful in my opinion, you are wasting the resolution with repeating the "same" surfaces. You have the almost same looking wood pieces many times in your texture. I would start experimenting with tileable textures. Same with the floor/roof.
This way you can have a lot better resolution.
Tileable textures can be individual, or you can atlas them together. Then maybe you will have a few extra edges so you can tile. The window has alpha, so it should be in an individual texture, so you don't have to sample the whole map (with a lot of opaque and unused pixels) when you are using a transparent shader with a mask.
These would be my advices, this is how you could make it technically better (a lot better)
Well, the wires can be seen on sketchfab, but here are the textures too
when I saw this tread I immediately fall in love! I have a passion for work in lowpoly! So, I tinkering for fun my headphones! they are Razer BlackShark
I added a little color effect to make her look a bit more "Retro".
Modeled on Max, rendered with Vray.
Your opinion? THX!
People always look past simple game assets. This is a REALLY nice barrel.
I would connect it, but wouldn´t merge the vertices for two reasons:
1: you´d get T-junctions, which is bad practice
2: if you connect it (not merging the vertices) you will make a hard edge there anyway, which ingame results in the same vertex count
tried adapting a concept i sketched a couple days ago.
i'm experimenting with adding lighting to my models, instead of the shadeless approach, and i kinda like it.
the texture is 32x32, but it's a total mess and i wasted half the space so i don't dare showing it.
that blue color looks completely different in every screen i try it on, no idea how it actually looks.. :S
@Everyone, given that my models are meant for games, is it preferable to show a tris or a vertex count?
Been trying out some different 3d programs. Made this in Wings3D last night
3d result
diffuse
Your crate is fu*** awesome! the style remind me " Besiege " the game http://www.besiege.spiderlinggames.co.uk/
I wont merge them because the box have to explode with a physics engine ^^
I really like this, make more!
My only critique would be that the pixel density is really not even.
Thanks! And you are right about that, I think I'll go back and readjust the uvs.
1338
http://www.polycount.com/forum/showthread.php?t=149112