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
modelign out some weapons (went abit over board hahaha) ds spec, I am trying to keep them all at 80 polys and under 200 tris, there are a few which I have yet to optimize.
Could someone advise me on the texture size which would be right for these (first person) on the ds, and the format and things like that.
thanks
chris
256^2 body, 540 tris
128*64 shotty, 80 tris
need to fix up some proportions, and i dont know if i can make these old school grenades look like grenades... they kinda just look like coconuts lol
Just posting my latest lowpoly Birdy model:
It's been made for Carmageddon 1, based on an early artwork of Carmageddon 2.
208 triangles, textures are 1X128*, 2X64* and 6X32*
Made my best with the horrid colors palette C1 has...
The first quarter of the pic on the left is said artwork.
online demo
some changes
- should be running smoother with a bigger level (level size doesn´t really matter that much)
- object tile mechanics to clip faster and efficient objects
- some new objects in the level
oh and btw. the whole engine + external texture + 24 external 3d files = just 70.1 KB (the biggest chunk is actually the xml holding the layout)
Trying to make a DS spec character, minimal bone count, that could be fully animated...
348 Tris w/21 bones:
-Using toon in max, but would have to use nintendo toon shading tools.
Anyone have any recommendations on Edge marking/tooning on DS, especially being able to control edge thickness?
The edge marking hardware in the DS can't control thickness. It's always one pixel. I don't know anything about the toon shading though.
Yeah, thats what we've heard... we've been trying to find a work around for controlling thickness via 3D edges... but it gets expensive...
Toshiba-3: I love the plane, it looks really accurate and really cool, great stuff.
renderhjs: Stellar stuff as usual, your work always inspires.
I started on an alien homind crasher to go with my other guys, he is WIP and I still gotta do his lance and shield and pose and tweaks :P. Hope you like him.
That being said, do you really need more than one pixel borders? In the image you posted you might, but that's about 4 or 5 times the size it would be on the DS. I imagine a single pixel might be wide enough?
that's wicked. there'd probably be a better way to get the mouth to read, though.
1 pixel has been working,. These are more just tests to see what can and cant be done. Some things we were trying to see how well certain items popped and what not, seeing what we can do as far as different tooning styles.
@ Eclipse: Alien is sooo doope!
Very WIP, will probably never get finished.
271 polies including the gun. The texture in the screenshot is 128x128, but i've done some testing, and with a little tweak i could scale it down to 64x64 pixels and it would read exactly the same at DS rez.
Never animated anything before, so i'm just halfassing my way through it, but her run cycle is starting to take shape. The gif is weird, it works fine in firefox, but not IE, and there's a slight snap since the gif doesn't loop properly.
//edit: btw, in the texture flats above it looks like there's some wasted space, but thats where i put the weapon (hadn't made the weapon yet at that point, so i saved some space.) Now its packed tight, no wastage!
I apologize for the length of the post, but I wanted each gun to have it's own image.
Nice works going on here , very cool stuff.
Did another character for my dark team of dungeon crawlers, this one is a werewolf rogue. he is 499 tris and a 128x128 texture. and a shot of the current team..:)
thanks
wow she's awesome.
you should render her without the texture filtering and AA though, since the DS doesn't support that.
very nice work.
mrawolf :
very cool, the dude with the axe is my favorite.
Man, you're making my efforts at 3D in flash look bad. That is fantastic! It's running smooth as silk in my browser. I especially like the viewport culling, and the fact that it can be rotated and moved at the same time, without the performance taking a hit at all. The file size is also impressive. I assume you are using gifs and pngs to keep the texture size tiny? It looked like you were probably pulling all of that off without any alpha masking, so gifs would have probably been sufficient.
Are you using a particular API for this project? And what 3D format are you loading the models as right now? Forgive me for my numerous questions, but playing around with this sort of thing is one of my foremost hobbies at the moment.
Bad ass. This new one reads the best, but they're all cool. : )
lil crits: your textures are lacking of big shadows and brightness gradients. The effect is, that the models look flat and unnatural bright..
and 2nd your uv layout is still a bit wastefull
keep going.. nice stuff as i said
and thanks steady.
Rollin
yes the shadows, i'll look into them, I actually have versions of these that are vert coloured to create the shadows, or at least more shading. i'll post some later.
GDC this week tho.:)
Slash, very cool model and nice set up for animations.
Hey, these look realy good, just wondering if there is any chance of having a look at the mesh? Trying to recreate the models myself but still quite new to it, especialy low poly and am unable to make the whole thing for anywhere near the poly count you have!
nice gun Racer, and texture...but your 428 polys over the limit.:)
The coffee-maschine is required to keep me up doing the textures.
Very nice!! Me likes plenty. I think I'll follow your example and learn some animation the same way. Looks fun.
It´s not really a limit...More of a guideline. :]
I might turn it into a full llowpoly character
I was kinda thinking a low poly inquisitor (psp spec)
http://demonwinner.free.fr/usa/2003Chicago/us03chi_40klarge_1.jpg
or a fantasy warhammer wizard (psp spec)
http://mythicmktg.fileburst.com/war/us/home/images/armiesofWAR/empire/BrightWizard01_01.jpg
I think i like the wizard better, but how would I go about creating his hair? alphas or solid modeling?
It may only be a guideline, but there's a figure posted in the beginning of this thread, in red. It goes a bit like
Nearly double that amount for a gun is not exactly what we're shooting for in this thread. If your model stands out from everything else on the page in terms of tri-count, chances are you're not in the right spot.
I think the point was to post it in waywo, or its' own thread. The spirit of this one is superlowpoly stuff.
Most interested on getting my grubby hands on MrAWolf/Eclipses amazing work! ;D
I cant model to save my life but im in the process of suuping up on my rigging/animation and they are such lovely pieces, but that offer goes out to anyone here really
Anyways brilliant stuff by everyone!
ok another member to the team the dark archer, it's a male gorgon, there was only really one of them, his name was Nanas and was Zeus guardian. but thought it might make a fun archer/ranger class. he is at 497 tris and uses 1 32x32 for the snakes and a 128x128 for the rest i guess i could prolly get the snake on the same page.And I did another team shot, and vert lit it.
what class next..?
thanks
you mean like this?
quick doodle, something may come of it
warhammer 40k, bolter pistol- obvoiusly