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
My turn, Low poly hand painted house for a RTS game (shadeless)
edit. By "shadeless" I mean the shadows are not casted by the engine, they're painted directly on the difuse texture
@MasterBeard thanks yes you're right, I have to work on this stretchy part :x for the door and the beams, I like they apppear to be made with different wood materials. But I think the beams are too "red" yes
Hi everyone!
Please, take a look at some of my game characters:
Every character is less than 1k tris.
Any critics would be highly appreciated, thank you!
I was inspired by Delko's cars because they are awesome.
I wanted to try turn my real car into the same style, with some sweet upgrades of course. I still have to finish the mesh and then get to texturing at some point, it's fun though!
Do I spy a 240z?
The whole scene is 324 Tris
[I do not own the textures]
My new try of hand painted testure. this time some Barrels
Add some some light shadows on the top/bottom beneath the curved sections of wood and in the area between the metal rims and the sides.
Make the highlights on the metal much brighter as it's currently "reacting" to light like wood or plastic would and therefore doesn't read as metal very well.
Try to vary the shades in the veins of the wood to simulate different depths.
the prototypes will all be in javascript (I just yesterday finished the first stable version of the engine, all barring collision detection which is well on its way)
This model in particular is for a rail shooter prototype, you play as the dragon, spitting fireballs at enemies, fairly simple but of course I want it presentable to some degree,
476 tri's and an inefficiently spaced 256*256 texture (if this were a game art course I'd spend more time cleaning the UV's and texture up, but game development and design being my main concern, I'll settle for now)
[sketchfab]30b3527f138b43fd9f24594248bc41e1[/sketchfab]
Dragon by thebombshell on Sketchfab
makes purrrrrfect
Really nice
[SKETCHFAB]4100f1a3c2db45df9a082e5942844b5d[/SKETCHFAB]
texture 512
eheh, funny one ^^
are the wings' faces double-sided? if that mesh is for a game, you probably should make 1 face for each side, no?
My first model Low Poly.
Spaceship of a manga that I draw.
*Tennis thanks for inspiration
Try to put more detail into the texture since it is so low poly you will be trying to gt as much as you can out of the texture
Hopefully I dont remember wrong, but this is one of the most necro posts ever :O This thing is on one of the first pages right? haha
[SKETCHFAB]ba3ff066611046e38142d17b164175a7[/SKETCHFAB]
Did you render it larger then downscale? The render has some bad filtering/antialiasing and I think it'd be better with crisp edges.
* Escape from NY is best movie!
way too sexy
Art Blog for art, that has art on it and I talk about art and stuff
Working on my sideproject, made some rocks and a sweet rigg.
will be posting images of the game soon enough! [/QUOTE]
your texture could could be basically 2x2px with one pixel being one of your 4 colors.
Wow actually thanks to you pointing that out, we are now going to add a feature of having a bunch of those 2x2 texture sheets and it will randomly pull from the sheets when it creates a towns person!
Looks neat. Cool and simple rocks. I checked out your portfolio as well, I love the tank and the submarine
@christian love that little turret!!
Kitten riot police officer in progress.
Reason I bring this WIP up is because I am rather uncertain how to UV map super low texture (I am thinking 128x128 for the body, for instance)
Trying to look around and find a good example tutorial or model I can dissect. Appreciate any help.
To add to that, I find that having a custom grid helps as well. When I started working on my current workflow, I made this grid when placing my shells - I use the step gradient to space out edges at least 2-3 pixels to avoid overlaps.
Each square is 8x8 pixels, and the texture is segmented into 64x64 quads. Hope it helps!
I can see I have much to learn. My current obstacle is with uniformity when unwrapping. I use Blender and I am having trouble doing what you describe at step gradient and keeping my mapping rectangular with even size distribution.
Some areas get more space.
Maybe I should start a thread on this?