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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Hardware that did support quads usually did so with the stipulation that they must be planar which isn't a fun way to model.
Crosspost from WAYWO 2015
[sketchfab]9d3d8105be1248d98b225c93450e4480[/sketchfab]
Shotgun by aimlesstom on Sketchfab
[sketchfab]0169f1d949b048cc8489e239946be59e[/sketchfab]
Pistol by aimlesstom on Sketchfab
(Although the explosion won't be attached to the pistol obviously)
thanks
great stuff as always tennis ...
[SKETCHFAB]e34a1f0bbd97443a913d988517e88826[/SKETCHFAB]
Because reasons.
[SKETCHFAB]52d2cc8f4c564726985a2edcc9fed25d[/SKETCHFAB]
Btw, if anyone has any crits shoot them my way, my limited experience prevents me from seeing mistakes, to me he looks pretty much exactly as I wanted, but there's bound to be some problems.
1024 map Hand painted. I rly want to improve, pls critique
Textures:
cool stuff - i love the colors on all of your vehicles on your website...makes them so charming and fitts pretty well to the lowpoly style
Thank you!
In case you still curious, I made a simple model in 3ds max out of a hexagonal prism, then pro-optimize/relax/geopoly it couple of times, and finished by moving vertices manually. To make shadows look purple with V-ray light, I added a little bit of purple self-illumination to model.
FX = billboards and I kept them to < 1000 tris...:poly122: (also much of the projects characters/props are kept within a fair budget)
http://www.polycount.com/forum/showthread.php?t=151390
Here's a character I'm trying to make, I'm happy with the anatomy in general, but I'm having some problems creating the armor (creativity, i have 0)
Ps: just joined all together to take pics, so far not finished so you can see some parts passing through others, or some empty gaps
EDIT: Sorry about the big images, I don't know how to make 'em smaller
its my latest low poly model, its my second low poly made ever. Its not my first time with hand-painted textures, but i decided that i have to know how to make low poly, or 3d in general. ( Im a 2d artist, so i though its a cool addition )
Any critique is highly appreciated !
You're right! It was actually fixed in the end, but thanks nonetheless
Just so i wont double post i will post here another lowpoly I made recently.
While i love the first model texture this one seems rather flat compared to first one..
Qwerty, nice as usual, BUT Half Life 3 hurts me so much... Y_Y
This is amazing! More?
texture painting practice
Enemies for my game
I love your choices in color.
Sky Rogue has a mod tool almost finished, you should put this in when the next version comes out!
Its all local content, so you can use any model actually. .obj import
skankerzero, thanks man!
Got rocketlaunchers and loads of enemies in my latest update
Also I started a devlog here at Polycount a few min ago if people wnat to se more!
That bike is so slick
Single texture for everything + vertex colors here and there.
Rest of the images in my sketchbook thread!
The only thing stopping us now is a lack of modelers...
I made a small book with 512 and 64 textures:
[SKETCHFAB]04138a1446654ae084abd56ce33230de[/SKETCHFAB]
[SKETCHFAB]51782930c239432e8a4649f7462fe49d[/SKETCHFAB]
I wanted to take a go at some lowpoly + nature, was a good learning experience.
Altogether, the scene is 888 tris.
By some odd miracle I managed to get this pixelated look, due to the way photoshop imports mp4 files.
Anyone know how to get this pixelated look manually?
Recreated from: http://www.pixiv.net/member_illust.php?mode=medium&illust_id=12825133
To get pixellation you usually have to change two settings --
- set texture filtering to nearest neighbour or point rather than bilinear. This is usually in your texture/material settings
- turn off antialiasing. This is usually in viewport settings for the modelling package and render settings as well if you're doing renders.
I don't know what you're modelling with, but you can google both those settings pretty easily for whatever package you're in.