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 made this lamp for a game, hope you'll enjoy it
[sketchfab]a2954459f2724f0e940e41652bee3115[/sketchfab]
hand painted lamp by ptitvincent on Sketchfab
I've made my game character prototype. Just Joe for now.
584 tris and 1024*p shadeless diff
Hope you'll like him.
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Fat Joe by maksporter on Sketchfab
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You didn't flip the eyes. also chibi have way more round face and eyes are lower.
I really like the color palette you used here.
genius.
Although I think there is too much detail in your bullets. Perhaps they should be as wide as the clip and just be solid cuboids.
I really wish I had this style of work right now so I could give you guys some money!
Great colors and great shapes!
If you want it to have that PSX look to it then turn off Texture Filtering and Anti-Aliasing.
Also given that most low poly stuff has painted textures it might help to use some self illumination in your material.
So much fun redoing it on Sketchfab
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Guardians of the Galaxy Diorama by reyknow on Sketchfab
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Starlord by reyknow on Sketchfab
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Love those! Waiting for more to come
998 tris
Modeled in Blender 2.74
Textured in Quixel Suite
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Zantetsuken by Paul N. Larkin on Sketchfab
I am modeling this for a personal project.
http://pullarkin.comuv.com/Tipi1/Tipi1.html
I am designing a Tipi visualizer, because when you go to buy a tipi, you rarely get to see what you're buying
[sketchfab]49cff0f18a9f4b868b807e4ca5657e12[/sketchfab]
Tipi 1 by Paul N. Larkin on Sketchfab
I hate to be "that guy" but are these actually under 1000 tris?
That stuff is kickass by the way, qwerty.
Not quite! When the topic started in 2006, the limit was actually 500 tris. It was upped to 1000 tris only after a few years. :poly108:
Very nice style! Looks good!
haha view 4 looks like a scene from a jrpg battlescene. When I switched to that scene I was expecting a battle themesong :poly142:
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The "lowpoly" art style isn't about skill, it's about presentation. Hard edges, flat shading, shaders, etc. It is the rendering pipeline that makes the art style work, not the triangle count.
Of course, this is all a moot point--the masses refer to the art style as lowpoly, and no amount of bellyaching here is going to change that.
I don't mind this thread containing both. I wouldn't want to browse 6 different threads to find this stuff (1000-2000poly thread, 2000-3000poly thread, etc.) I think the main point is that this is the one thread where I know I wont see dozens of zbrush sculpts and 2-3k texture maps making photo real chairs. Just sub 1k models and also the grey area low poly style work.
There was one dude a few pages back who posted a really freakin' realistic gas canister with high resolution textures including normal, spec, gloss and diffuse. Also, it was well over 1000 tris. I think the reason some people are overly sensitive about the 1000 tri restriction is that certain folks just seem to completely ignore it and post whatever they want.
If it's about me and my gas canister - I apologized for my inattention...
This is a enough low-poly model? Or again, I got it wrong?
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Sorry for my bad English.
it has to be a vague, stylistic choice kind of subject, and that is not a problem really. i can post all my drawings in the pixel art thread, cuz those images are made out of pixels. but i dont, and everyone knows why. same here, everyone knows what the "lowpoly artstyle" looks like, and thats whats best in my opinion to use that as a guideline for this thread
edit: above is defenatly NOT lowpoly
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been told that I need to do some more color variation and I do feel a bit defeated at the fact I couldn't get the brush strokes to look right and like the concept from (they were pretty bad and feedback was remove em...so I did)
https://www.artstation.com/artwork/cube-shark
But hey...live and learn I guess
I've completed this, and I must say I had fun doing this, my next piece I will speed my process up a little faster and used what I learned. But now time for me to move on to the next thing. Comments are welcome I hope you like what you see.
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D'aww thanks.
I got a question, i will appreciate it too much if you can help me
Well, probably is very hard to explain here, but, How did you create those textures? All are hand painted, or you get some texture and change them?
Thanks you ^^
By the way, amazing model and textures!